Cyberpunk 2077
Studio: CDProjekt RED
Release: Dec 2020
Platforms: PC, PS4, Xbox One, PS5, Xbox Series S/X
Timeframe: Q1 2019 – Q4 2021
Role: Quest Designer
Trailers
GAMEPLAY
Duties and Responsibilities
- Creating the storyline on a detailed level
- Large role in crafting and guiding the Nomad lifepath and questline, which is one of the three main paths in the game
- Worked on Panam’s questline, character, and romance path
- Worked on River’s questline, character, and romance path
- Additional writing done for multiple minor quests, vendors, and fluff NPC’s along with lore building events (TV ads etc.)
- All lore-building content on locations I owned designed & written by me
- Designing quests and implementing them using a proprietary toolset
- Directly responsible and owner of one main path quest, one side quest, three minor quests and five cyberpsycho quests
- Assisted actively with two prologue/hands-on main quests, three side-quests, five minor quests and four Open-World quests – this included design decisions, bug fixing, creating scenes, and reworking sections of the quests
- Worked actively with the scene editor to pitch, design & implement scenes in the game using our modular editor and having reviews with the Cinematic Director, thereby easing the load off the cinematic departments
- Considered one of the few “power users” of our in-house editor, frequently being brought on to assist other people in more advanced implementation or edge cases and being on-call for questions and emergency help during E3/Hands-on
- Planning assets required for the creation of the quests
- Oversaw and guided all asset requests and delivery for my content, creating tasks for other departments and handling communications between them to ensure everyone is on the same page
- Also worked with several outsource contractors, handling communication and ensuring what they deliver meets expectations and fits narratively with the game
- Cooperating with other departments
- Worked hand in hand with Cinematic Designers, helping them in scene creation and often taking over implementation for certain scenes.
- As owner of content was responsible for following up on all my asset/feature requests so had active relationship with all departments, communicating daily with members of Assets, Environment, Writing, UI, Code Core/GMPL, Open World etc.
- Worked directly with code and gameplay teams on a variety of engine editor and in-game features and systems (e.g. Holocalls, scene editor improvements etc.)
- Integrating delivered assets (like gameplay elements, locations, characters, dialogue etc.) into a seamless, engaging, and unique experience
- Was directly responsible for implementation of all game elements in my content, assembling everything personally
- This included not only all logic scripting and scenes but also, when needed, taking over from environment, level design and gameplay teams to handcraft encounters and locations
- All time/context-sensitive content hand-placed – e.g. lore shards, emails, reactive dialogue, secret paths, environmental storytelling
- Maintaining the highest possible quality of quests, and fixing reported bugs
- Consistently maintained some of the lowest bug-counts across my department and as a result was frequently brought on to help and assist other designers with their content and bugs
- By the end of development had assisted with over 18 quests that I was not owner to, helping bring all of them to a shippable state
- Creating and maintaining design documentation
- Created & maintained all documentation for content I owned
- Created, maintained, and distributed documentation for all features and technical topics that I was owner off, handling dissemination of information across the company and handling any necessary global passes implementing it
- Assisting in training
- Helped train three interns that eventually became Junior Designers – teaching them design principles and having video sessions guiding them through using the editor
- Helped in troubleshooting and training members of audio, environment, open-world, and cinematics in advanced features of the editor
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