Game Premise

Wayfinder is a sci-fantasy action RPG set in a world overtaken by an all consuming darkness called the Gloom. The player takes on the role of the titular Wayfinder, a powerful warrior reborn from within the Gloom itself, bestowed with the ability to manipulate and control the chaos unleashed upon the world.

What follows are descriptions, screenshots, and gameplay videos of some of the content I created for the game.

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Responsibilities

I was responsible for all design aspects of this quest as well as the initial story pitch and first writing pass. I utilized blueprints to integrate Wayfinder's Memories system into a multi-wave combat encounter where the quest culminates, in addition to using level sequences to create the final cutscene.

This questline required close collaboration with multiple departments including animation, vfx, level design, systems design, and environment art and went through many iterations thanks to their feedback and contributions.

Design Goals

The intention of this quest was to create a compelling story with as few words as possible, while also guiding the player through the open world to interesting locations by keeping their eyes on the environment, rather than rely on UI elements on their HUD.

Immersion in the world and its story was at the forefront of my mind in this quest's design.

Starcrossed Lovers

In an alcove, beneath the winding trees of the Crucible, lie bodies. A number of fanatical and dangerous people called eldren lie lifeless and battleworn. However, amidst the bodies of the cultists lies that of a human woman, seemingly at peace with another eldren man who lays at her side. What could have happened here?

Quests

Scripting (WIP)

There are several elements throughout this quest that have many blueprints communicating data back and forth with each other. This section is focused on the final sequence, as seen in the second video. (More info coming soon)

Responsibilities

I was responsible for all design aspects of this quest and its initial writing pass. I utilized blueprints to handle the growth of the starfish creature as the player progresses through the questline.

This questline required close collaboration with both our events team for gameplay moments to connect the story, and our animation team to sell the appetite and mind behind the monster.

Design Goals

This quest was pitched before I joined the team, but I was given total freedom and ran with it. The intent behind this quest's narrative was to subvert players expectations in a fun way and tell a different kind of story, and interrogate the true morality of the gods of this world.

In terms of gameplay, I wanted to link the story to enemies and events in the region to give those more texture and to expand the ways story and gameplay intermingle in Wayfinder.

Little Crop of Horrors (Section WIP)

Off the beaten path, in a secluded part of the canopy, resides a strange creature. Its form is covered in moss, and it floats as if suspended by magic. It would be mistaken for any other strange animal from the crucible were it not for its one, mindful, watchful eye. As you approach, you only know one thing. It is hungry, and it wants you to feed it. What could possibly go wrong?

Scripting (WIP)

Section under construction

Scripting

The blueprint has a few elements to it. First, it waits until a player walks through a trigger to begin an ambient animation, controlled by a looping timeline. If the player leaves the sphere trigger, the animation ends to save on performance.

When the player interacts with the blueprint, the ambient timeline is set to reverse and it locks at its closed position, and when the player completes the item request by holding the confirm button, the second timeline animation begins where the piston slams into the base. After the second timeline ends, the ambient animation resumes.

I stubbed in sfx and vfx with the intended timing for Sound Design and the VFX team to replace. The blueprint shown above is the finalized version.

Design

Players were progressing through the game with an excess of an item called Godsblood and had little to be able to do with it. As a quality of life update and with limited resources, I took a day to create an interactable that takes the Godsblood and exchanges it for another, more useful currency that players always find themselves needing.

Props

Godsblood Refinery

woman wearing yellow long-sleeved dress under white clouds and blue sky during daytime