Platform: PC (Downloadable)
Engine: Proprietary Engine
Team Size: WoW Quest, Narrative and Tools
Project Duration: 12 Weeks
Playtime: 15 minutes
Quest Designer
Designed main gameplay loop and optimized movement controller, restructured game flow and mechanics based on user feedback.
Collaborated with narrative and design leads to create a gameplay experience matching company standards in a proprietary engine in a live product
My goal was to design, implement and ship a full quest for WoW's 10.2 expansion by the end of my internship. This meant I needed to work closely with my peers and learn on the job on how to use WoWEdit (our tool to make quests) and follow up with my peers to ensure my quest was up to Blizzard's standards
Held 24 one-on-ones to calibrate myself to company standards, culture and gain advice on quest making
Worked directly with Narrative, Tech and Rewards Design partners to create a quest pitch that was presented to 34+ members and stakeholders, gaining pitch approval on the first pass
Learned how to use proprietary tools and engine
WoW is a historic game with an avid and dedicated fanbase. Not having much experience with the game, I engrained myself into the culture and oddities of the game. I constantly checked in with my peers to ensure that new and veteran players alike would enjoy my quest. By the end, although I was not an expert in every aspect of the game, I was able to create a quest that players enjoyed
Learned character naming conventions as well as proper quest dialogue grammar and formatting
Created new lore that fits within the theming and plot points of the expansion
Might have put a secret or two in, for the more avid players
This project focused on catering for an audience and thus required a lot of user testing!
Learned about how to make games more accessible to all groups people, not just people like me
Conducted multiple rounds of user testing and with proper procedure and without bias
Finished my questline early, allowing me to assist other designers in their tasks such as Hub spawning and Rare monsters, preventing the team from falling behind production schedule