Unforetold: Witchstone
Project Overview
Genre: Turn-Based CRPG
Engine​: Unreal Engine 4
Platforms: PC
Duration: 2018 - Present
A Sandbox CRPG Adventure
Unforetold: Witchstone is a living and reactive sandbox CRPG where the player is offered unprecedented options to role-play, influence the world and make the adventure truly their own.
Roles and Responsibilities
Over my 5+ years on Unforetold: Witchstone, I wore many hats: I led the level design while also contributing to designing our complex systemic gameplay and giving technical support everywhere needed.
​
Lead Level Designer​
-
I established the level guidelines and metrics, ensuring the systemic gameplay was functional in the created levels.​
-
With the approval of other departments, I established the pipeline for our Level Creation Process.
-
I wrote extensive documentation and recorded “how to” videos to detail our gameplay implementation process, which is highly technical, given the systemic nature of our game.
-
I personally conceived, implemented and iterated on the Level Design of 6 townships and 6 dungeon maps for a total of 12 playable maps.
-
In the last two years, I coached and mentored a team of 2 level designers in conceiving, implementing and iterating upon an additional 3 townships and 7 dungeons.
-
I oversaw the functionality and intention of gameplay elements across the project's maps.
-
I was responsible for coordinating the level design team, setting our priorities, and being the main point of contact concerning any level design-related topics.
​
Senior Game Designer​
I conceived and implemented the following 8 game features:
-
Integrated myself via C++ and Blueprints:
-
Day and Night Cycle
-
Level Ingredients (Doors, Containers, Traps, Levers, etc.)
-
Keys System
-
-
Coordinated with programmers to integrate:​
-
​N​PCs’ Daily Routine System
-
Buildings and Zones System​​
-
NPCs' Points of Interest​
-
Pickup Items​
-
Blocking Feature
-
​​
I contributed to multiple other systems that were picked up by different designers over time:
-
Monsters & Encounter System
-
Guard Patrols
-
Inventory System
-
Loot System
-
Shop System
-
NPC Behaviors
​​
When programming support was required for a feature, I would coordinate with the designated teammate to ensure its implementation and integration.
Technical Designer
Here are the main highlights of my purely technical responsibilities:
-
I ensured that every gameplay element was encapsulated into a modular class, following a clear hierarchy, and that level scripting was avoided, as it hindered the systemic nature of our gameplay.
-
I provided technical guidance and instructions to level designers, integrators, and artists for all gameplay content elements.​
-
I developed nine tools (spline tool, quick building tool, cover tool, loot auditing tool, etc.) to help the team implement content, reducing the required time by half in most cases.
-
I collaborated closely with the engineering team to initiate Automated Testing of our complex systemic gameplay.
​
Videos and Design Documents of my work are available upon request as they are subject to copyright.
​
​