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
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I established the level guidelines and metrics, ensuring the systemic gameplay was functional in the created levels.
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With the approval of other departments, I established the pipeline for our Level Creation Process.
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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.
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I personally conceived, implemented and iterated on the Level Design of 6 townships and 6 dungeon maps for a total of 12 playable maps.
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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.
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I oversaw the functionality and intention of gameplay elements across the project's maps.
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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:
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Integrated myself via C++ and Blueprints:
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Day and Night Cycle
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Level Ingredients (Doors, Containers, Traps, Levers, etc.)
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Keys System
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Coordinated with programmers to integrate:
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NPCs’ Daily Routine System
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Buildings and Zones System
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NPCs' Points of Interest
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Pickup Items
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Blocking Feature
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I contributed to multiple other systems that were picked up by different designers over time:
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Monsters & Encounter System
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Guard Patrols
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Inventory System
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Loot System
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Shop System
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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:
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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.
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I provided technical guidance and instructions to level designers, integrators, and artists for all gameplay content elements.
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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.
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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.