Short summary work: (TL/DR; for game devs)
Quest Design for Horizon Zero Dawn (PS4) and Frozen Wilds (DLC).
Job included: pitching, design, implementation, playtesting and iteration of quest design, until finished product. This included; Level design and (visual) scripting in Decima Engine and Autodesk Maya, Localisation, creating sequence networks, narrative structure design, iterative processing of playtest data, when required also designing new features or player mechanics, close and frequent communication with all other departments, organizing and participating in small SCRUM strike teams to develop new features or content for the quest.
Responsibility of following quests (see video's in links)
- Horizon Zero Dawn:
- Frozen Wilds:
Description:
As a game designer your job is designing the player's experience. What will the player do when having a controller in their hand?
Within my time at Guerrilla Games I was a
quest designer. Within this team, we were responsible for all quests. Horizon Zero Dawn is an Open World Role Playing Game (RPG), which means the player follows epic story lines while exploring a big world full of activities, and develops the player character. These stories are translated into quests; missions in which the player achieves objectives that are woven with story elements. A very interactive story, so to say.
Creating the environment(s) these quests take place in, and the activities and encounters the player does are some of the working aspects of a quest designer. It's a very iterative process, where communication and (continuous) testing is key, because the player's experience is key.
Have a look below at a small excerpt of what this communication means. If you want to know more, contact me or book me for a conference talk! Happy to share.