Quest Designer
Content Designer
Encounter Designer
Systems Designer
I made quests for over twelve zones, scripted combat encounters and boss battles for five multiplayer instances, prototyped Adventures, and revamped the entire Settler Path system.
Juggling muliple projects all at the same time, each with high demands, was a challenge. I partitioned my time weekly to address each section in turn.
All the information about what I've made for WildStar.
I had the privilege to be in, what I would argue, was the best team at Carbine. We were tasked with creating a new type of scaling hybrid experience. It was a step between a single-player experience and dungeon's multiplayer team-challenge called Expeditions (previously called Shiphands). The Expeditions we made were honestly some of the best content in all of WildStar based on peer feedback, analytics, and player forums.
I was tasked with the beginning of the Gauntlet Expedition. Starting with getting tricked by the ship captain, knocked out, then waking up on a ship deck as the newest contestants of a deadly reality broadcast. The room lit up brightly and electrical hazards began to appear all over the floor, creating jumping puzzles the players needed to solve to escape. I also setup golden skull bonuses players jumped through to collect, and harassing cameras that approached, said a phrase, and flashed rapidly when the player got near them. These were used throughout the whole instance.
Once the hazard room was solved, the Swarm Pit came next. I setup twelve different randomized mob swarms, scripting it so there were no repeats in a single run. I also had the amounts that spawned change depending on how many players were in the instance with each spawning. New players that started the Expedition late were transported into the pit with their friends so no catch-up or lockouts took place. To prevent players 'zerging' the encounter, I scripted the respawn point inside a cage. It would eject the players based on a timer or all players in the cage, whichever came first. To help with difficulty, enemies had a percent chance to drop health packs based on the player's health. If the party was at full health, they would drop very rarely. If the party was low on health, or there were several dead, they would drop more often. As you can see, even though it was a simple event, a lot of thought and effort went into it to make feel as good as possible.
The Space Madness Expedition was one that the whole team had a lot of fun making. Players worked their way through a lab ship with a dangerous chemical leak. The longer the players went without clean air to breathe, the more they hallucinated. There were five levels of sanity, ranging from completely lucid to entirely deranged, with visual experiences and combat encounters for each level.
While I helped with VFX throughout the entire instance, my main responsibility was the end of the Expedition, particularly the livestock room, and the boss holdout. The livestock took place after you successfully acquired an airtight hazard suit, and gameplay was simple. You collected air canisters, used them to restore hallucinating ship-workers, all while fighting off rabid animals. Once everyone was saved, it was off to the final room.
The boss holdouts were particularly cool. Since Expeditions are meant to be played repeatedly, I wanted to give the players a unique experience with each run, so I actually made three final encounters instead of just one; fire, shadow, and electric. (I was actually working on a forth psychedelic one, but we were moved onto a new project before I could complete it.) The premise for all of these was the same. As you fought the waves of mobs, your air suit became more damaged, slowly bringing back the hallucinations. What started out as simple rabid men and animals soon became smoke monsters, or flaming birds, or walking lightning. And as you became more deranged, the room itself began to change, from blooming sparks along the walls, to the room becoming darker and darker, to the floor becoming lava.
The Evil from the Ether Expedition was one we wanted to do for a long time. The story about the Mordesh and the serum that keeps the Contagion from ravaging their bodies and minds was never really told, and we wanted to tell it. There was a little bit of struggle on exactly how to tell it though. Originally we wanted to do more of an X-files detective type of experience, but others decided zombies mixed with inter-dimensional beings would be the way to go.
Once again I was tasked with the end of the Expedition, helping with VFX and polish throughout the instance. I created the etheric beings, scripted the vignette that introduced them, and setup the encounters. I also made the etheric hazards that appear beneath the player's feet.
For the final fight, I created portals that the beings start pouring out of. As each enemy is killed, the portal begins shrinking until it collapses once all the enemies linked to it are dead. As players progress, the VFX scale up until the Mordesh Captain appears for the boss fight. Halfway through the battle, she finally runs out of serum, the Contagion overtakes her, and she transforms, becoming even more vicious. I wanted to show what it looked like when a Mordesh finally turned, and I felt that would make a great phase change for the boss fight.
Since Expeditions were so successful, and our team was very good at creating them so quickly at such high quality, it was decided to make versions for Holiday content as well. For the Shade's Eve Expedition, we broke it up into three sections, the forest, the town, and the labs. I was responsible for the content in the labs.
I had the wisp of the Angel guide you through the labs as you destroyed equipment, defeated minibosses, and unlocked the door to the final boss. I setup the flavor vignettes throughout, including a cult ceremony, Jack's birth, and the Angel coming to your defense.
For some reason, Jack wasn't rendering properly for his birthing vignette, so, I made a static NPC of him, curled up into a ball, shrunk him tiny, and hid him amongst the rubble directly in the view of the player's camera as they walked in. This forced the system to render him entirely in the background, allowing his birthing event to go smoothly.
And lastly, I setup the hazards as you escape the labs. Getting the darkness to follow the player was the trickiest part. Sky change effects take over the whole screen, so I had to make it creep forward doorway-by-doorway. This allowed me to frame blackness in the door and made the transition and damage work the best. Most players will probably never turn back, but the few that do will get a treat.
We decided to do the Winterfest Expedition a little differently. Fighting monsters wasn't exactly in the spirit of the holidays, so we thought of the most aggressive thing about that special time of year; holiday shopping. This was to be non-linear with randomized objectives. Each person on the team made several small shopping themed events and a finale. I made five events.
'Shop Til You Drop' was one of those rare instances where everything I made worked perfectly the first time. The planets and stars aligned for a single moment of pure productive force. Players had to run around a store and collect and deposit gifts for points within a time limit, but with a twist. The more you carried, the slower you went, the heavier the objects, the more they were worth. I took a basic collect quest and added new variables to it, and it turned out to be really fun.
When Protostar has a 'Doorbuster' event, they take it literally. Players had to bust down the doors of four stores then break open the presents inside with their attacks. This was a great way to add combat while still keeping to the theme of holiday shopping.
I wanted to incorporate toys somehow into our events. So for 'Batteries Not Included' I took all the robot NPCs I could find, shrunk them down, and made them into toys. Players gathered batteries, and then blasted the toys to recharge them just-in-time for a major sale.
Every year we see commercials of people getting cars as presents. And since mounts are a big part of any MMO, 'Automania' was my answer to that. The salesbots were getting overly aggressive trying to meet their holiday quotas. Players ran around the store, avoiding the bots, and ogling the vehicles.
'Mall Slanks' was our way of utilizing the telegraph system in a different way. I took basic slanks (rats) and put randomized VFX of bows and glowing on them. Then had them run around outside, where players would catch them with nets. I even added a larger, faster, more festive slank that players could get a bonus for if they caught.
Some of the content that was most talked about in the studio was the Wigwalli Lopp Wedding I made in the center of Whitevale. I wanted to focus on the player changing this little part of the world by the time they were done with all the quests. Starting with a barren pavilion, and a bachelor party gone awry, the player ventures forth into the snowy landscape to track down and rescue the groom and his drunken groomsmen, all while helping to organize the decorating of the wedding pavilion. By the end, you are rewarded with an adorable wedding ceremony and a lively reception.
I've had so many people tell me that the wedding was one of their most favorite parts of WildStar.
Whitevale is one of the first contested zones players will experience. I performed design work creating: 15 areas, 25 quest givers, 55 vendors, 53 quests, 8 achievements, and 70 mobs and bosses to populate the world.
For the Exile side, I made the content for the Aurin. One particular challenge was taking an escort quest and making it as painless as possible. So I setup an NPC you could follow that didn't die, stopped when you were far away, walked when you were closer, and ran when you were closest. As you followed, objects appeared for you to collect, or enemies spawned for you to fight. If you were able to collect enough for the quest early, the NPC would rush ahead at full speed, skipping any triggers that might slow it or the player down.
In the main hub of Thermock Hold, I added a lot of flavor and polish, including vignettes between NPCs talking about how the area was once tropical, and how people feel like they are being watched, playing off the spy quests that take place there.
For the Dominion side, I made content for the church, but it was the Chua scientists that were the most interesting. All over Whitevale were flash-frozen jungle creatures that the Chua wanted to thaw out and study. Using (of course) lasers to cut them out of the ice, you learned that Whitevale used to be a jungle called Mistvale not that long ago.
For the climax of the Whitevale, I made the Eldan content at the southern end. A dangerous abomination of science called Metal Maw was locked away by the Eldan, and a fanatic cult was itching to let it lose. But the side lore quest with Belle Walker stands out for me. She was a major reoccurring NPC, and here she was captured and augmented by the Eldan machines; a major story point that comes up for end game content and lore.
Ellevar is an early zone for the Dominion. I performed design work creating: 15 areas, 14 quest givers, 24 quests, 6 challenges, 5 achievements, and 27 mobs and bosses to populate the world.
I particularly had fun making the short Veggie Launcher questline. Making the first quest, which acted as a tutorial, was particularly fun, as I used witty humor and VFX to create an entertaining event that also broke down new mechanics.
Additionally, I wrote several of the poems/songs the bard sings on the stage in the main hub, and I also scripted his vignette with pathing, animations, VFX, and sound.
Farside is a mid-game contested zone on one of the Nexus moons. I performed design work creating: 7 areas, 4 quest givers, 30 quests, 2 challenges, 3 achievements, and 26 mobs and bosses to populate the world.
I worked on parallel questlines and sidequests for both the Exiles and the Dominion. The one that was very popular, and is still talked about was my mech suit quests. Having limited resources brings challenges when trying to create new and unique content from old things, but I was able to make something great from very little. Using the giant robots that guard the capital cities, I turned them into 'vehicles' that players could pilot. I air dropped them from the sky, spawning in a curled up position. When players interacted with them, I disabled the player, despawned the robot, changed the players to look like the robots, and played a standing animation. I then swapped out their ability bar with unique spells I made and limited their speed and jumping. From there, they would stomp around as a big robot, shoot missiles, and demolish alien fish monsters in a canyon on a moon.
Coralus was a zone that was cut mid-production. I performed design work creating: 11 areas, 17 quest givers, 12 vendors, 25 quests, 19 challenges, 14 achievements, and 53 mobs and bosses to populate the world.
Murkmire was another zone that was cut mid-production. I performed design work creating: 6 areas, 11 quest givers, 4 vendors, 19 quests, 4 challenges, 2 achievements, and 32 mobs and bosses to populate the world.
It was never disclosed to me why these zones were cut.
I worked in the Capital Cities of Illium for the Dominion, and Thayd for the Exiles very early on. My team and I worked alongside world artists to help establish the flow of cities, and where necessities and events would be located. I created and placed vendors and amenities throughout the city, established the Settler Improvements, and did fixes and polish for the other path content as well.
I also wrote and scripted several flavor vignettes, such as major NPC characters arriving, walking and interacting with the town, giving lore snippets, and leaving. Though their routes were not randomized, what they did and said at various spots did change to prevent these vignettes from becoming repetitious.
I also took over for several of the Holiday quests in these cities for Shade's Eve and Winterfest. I cleaned up their files and script logic, optimizing them and improving non-verbal communication to the player.
The original starting areas for WildStar were the Arkships. One for the Dominion and one for the Exiles. While my main contribution to their initial creation was Settler Path content, I did take over lots of bug fixing and maintenance.
Later, it was decided a new and improved new player experience was needed. I worked to create content in the housing demonstration section, particularly the examples on how to scale, rotate, and move your housing furniture. But I also worked on polish and optimization for other areas such as the holographic VFX on enemies when hit, the spawning and despawning effects, particularly for the last boss, and the placement of ambient critters throughout.
With the new player experience taking over as the tutorial, the Arkships were reduced to just small hubs that led you to the planet. In the hubs, I implemented additional optional information players could experience, particularly the eight terminals showing off each race, to help players identify who their allies and enemies would be.
Early in production, I was given the task to completely revamped the Settler Path system from the ground up. (A Path in WildStar is a second class that players choose on character creation with additional gameplay that fits their playstyle. Each path has unique missions, rewards, and abilities.)
I helped design, name, and organize the Settler Resources based on the zone they were collected in. I created detailed how-to documents for designers to use when implementing Settler content, and trained other designers on how to implement Settler content. I created a Settler Resource Excel document that would calculate the resources that would need to be placed based on the Improvements the Settler could build, their Avenue, and cost. I implemented or reworked Settler content across multiple zones, including loot tables, prop placement, resource spawning, and more. I placed hundreds of improvements and depots, and thousands of resources. I also coordinated with the art teams, tools team, and systems team for Settler content creation, and the progression of the implementation tools.
I performed quality of life improvements, difficulty adjustments, and bug fixes for the Soldier Path across sixteen zones.
Later, even though I did not do any planning or implementation for Scientist or Explorer, I become the owner of all the collective Path content, on top of my other duties. I fixed bugs, answered any questions people had about Paths, and assisted others to design and implement Paths.
Early on, we had an idea to take existing overworld zones, and reuse them as multiplayer instances, and started work on Adventure Prototyping. There were some challenges, such as how to restrict the player from exploring beyond the instanced content, and how to differentiate Adventures from Dungeons. We decided to focus more on puzzles and solving problems as a group, leaving combat as secondary to make them a distinct experience. We also wanted this to be highly repeatable, so much of the content was randomized, and puzzles could be solved multiple ways.