I have worked for a year on the early stages of Legends of Awen - Rise of the Fianna using Unreal Engine 5. I started working on this game in january 2022. I was in charge of a lot of the game's design topics, the entire system design part, the 3Cs, the progression, and a multiplayer aspect. I was also in charge of the quest direction and the quest design flow.
• Game & Quest Designer on a CRPG game
• Worked within Unreal Engine 5
• Worked on the entire quest flow & on quest tools
• Designed quests in a systemic way, players could get a quest and end it from various sources
• Designed systemic elements within combat & world scopes
• Designed several ways to deal with conflict, from combat to dialogue
• Created various enemy archetypes and balanced them for a prototype
• Worked on controller inputs for an isometric turn based game type
• Some UI/UX work, mostly on quest part
• Designed Cameras & Controls
At the start of 2022, I joined a studio as part of the founding team to create a CRPG with an interesting take on the genre.
I was both Game Designer, and Quest Designer. I've worked on system design, 3Cs, enemy archetypes, player progression, stat balancing, and combat design. I also worked on the quest direction and structure, on how quest would be systemic with several ways to get and achieve a same quest.
I designed some quest, with a pacing flowchart and integrated them within Unreal Engine 5.
I have worked a lot on the systemic spells and designed how a spell could be used both for combat and for world traversal. An ice spell could create a bridge on water, in example. I designed a destruction system where walls and constructions could be destroyed with player's abilities, creating paths.
The game's progression allowed players to specialize their character on a very wide range, allowing players to do characters that mostly speak rather than fight. I then worked on combat design to make so that characters specialized in talking and persuasion could use those skills within battle, being able to talk to enemies.
I designed multiple enemy archetypes and balanced them to make sure we had different gameplay situations in combat so players had to use all of their skills.
On Unreal Engine 5, I prototyped several things mostly related to input and camera. We had to make a dithering system so player can see their party with an isometric camera most of the time, and I also worked on how to translate the gameplay to a controler taking inspirations from console MMOs.