VtM: swansong
since MARCH 2019
QUEST/level designer
Plateforms: PC, PS4, PS5, XBOX One, XBOX SERies X, nintendo switch
Developer: BIG BAD WOLF STUDIO
Publisher: NACON
In Vampire the Masquerade: Swansong, play as 3 vampires, harness their powers, embrace their desires, and face their demons in a heart-pounding story in which your choices decide the fate of Boston.
CONTEXT
I joined the company in early 2019, right after the project got out of preproduction. There was still a lot to define as I started designing the very first quest of the game. The first two quest I designed were set in environment already built before hand, which was a challenging constraint. I entirely designed the level of my third quest which was an even bigger challenge, yet so satisfying to tackle. A few months before the end of the project, following the departure of my superior, I took the lead of the Quest design team.
AS A Quest Designer I:
developped the narrative, the pacing as well as the choices and their consequences on the game with our writers
designed puzzles/challenges, iterating based on internal playtests
designed levels, from paper to block mesh, to their final version
scripted gameplay & narrative events with UE4 blueprint system
ensured my teammates had the latest information about the needed ressources for the quests to work (FXs, sounds, cinematics, lighting, meshs, animation and more…)
integrated & debugged ressources from every teams
documented every path and interactions of my quests and worked closely with internal and external QA testers
AS A LEAD I:
continued with all of my LD/QD tasks
crafted design documents detailing behavioral and technical aspects of mechanics for programmers
defined guidelines of how mechanics should be integrated throughout the entire game for quest designers
organized and prioritized tasks for my team
reviewed quests and helped my teammates improving them
discussed and refined technical aspects of game mechanics with game designers and programmers
created documents helping the different teams to track and manage in-game ressources and their current status (dialogs, cinematics, FX, etc.)