Platforms: PC, PS4, Xbox One, PS5, Xbox Series S/X
Timeframe: Q1 2019 – Current
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 3 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 times 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 almost 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