QUEST
SYSTEM
I designed the quest system, its quest types and exploration content distribution.
I documented quest flows, defining in details what core mechanics should be introduced, developed and twisted coherently.
I implemented quests using visual scripting to breathe life inside worlds created by level designers.
I iterated with programmers and tech level designers to formalize all the tools needed for the quest scripting layer, including world permanent changes and NPCs lifecycle.
I onboarded other quest designers on the project quest editor and the validation pipelines.
I reviewed quests before checkpoints with directors, mentoring newcomers.
I designed alongside UX/UI team the map and quest log functionalities, while taking care of HUD compass behaviour design and data setup.
I assessed with narrative team the needs of sequences and plugged them in the quest flows.
I have translated the creative direction's vision of the player's critical path into playable quest flows. This is the full list of Main Quests I had ownership of:
AN ''OVERALL''
NICE DAY
COME RAIN
OR SHINE
THE
WINTER PALACE
UNCORKÂ
THE VOLCANO
IN DEEP
WATER
COLD MOUTH OF THE MOUNTAIN
STAY ONÂ
TRACK
CURSA
THE DESTROYER
I pitched my own stories and exploration quest flows for side quests involving unique characters and their Sparks. I was quest owner of the Spark Quests shown below, all Bwahstrella Gateways, all Secret Zones and several Darkmess Puddles around the Planets.Â
FROM BAD
TO WORSE
HIDE N'
SQUEAK
SULLIVAN'S
DESPAIR
CHEEP BEETS AND BLEEPSTREETS
DR. VENT'S
FROZEN ODYSSEY
THE QUEST
FOR COURAGE
WORLD BUILDING
SCRUM TEAM
During our SCRUM-based production, I was the official world building product owner, ensuring the exploration experience of the game met high quality standard within the expected deadlines.
I defined tasks and objectives for all the level and quest designers across three different studios (Ubisoft Milan, Ubisoft Paris and Ubisoft Chengdu).
I worked with my SCRUM Master to handle proper validation pipeline, JIRA health, efficient sprint planning meetings and retrospectives.
CAMERAS AND
SEQUENCES
I polished gameplay spawn cameras in all the game planets, framing our worlds whenever the player spawns somewhere.
SPAWN CAMERAS
I helped narrative designers to further polish camera movements inside sequences, especially in some tricky blend-to-gameplay scenarios.
SEQUENCE CAMERAS
NPC
BEHAVIOUR
I have designed the behaviours of exploration NPCs, implementing their positioning and lifecycle during quest flows.
I provided documentation to technical game designers who provided me the AI scripts to animate NPCs based on quest needs.
NPCs
EXPLORATION
CORE MECHANICS
I designed the Beep-0 powers with 3C designers in their early stages.Â
Together we formalized the core actions (Wave and Scan) and the gameplay ingredients usable by quest and level designers. After the initial framework definition, I returned to my quest designer duties to make these mechanics shine during the game exploration while my 3C colleagues implemented and tweaked them.
BEEP-0 WAVE
BEEP-0 SCAN