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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.

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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.

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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

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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

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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.

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Videos and Design Documents of my work are available upon request as they are subject to copyright.

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Witchstone Details

©2020 by Rachel Lapierre.

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