Giving an expansive medieval world structure, stories, and reasons to explore.
Quest authoring, NPC design, worldbuilding, live balancing, and quality assurance for a multiplayer medieval RPG.
Original editorial illustration · Not a gameplay screenshot
The challenge
A very large open world needed meaningful reasons for players to travel, interact with factions, and stay engaged between player-driven conflicts.
What I worked on
End-to-end faction quests
Helped bring faction questlines from narrative concepts into interactive content: authored storyline logic, configured NPCs, tested the experience, and resolved issues.
Worldbuilding at scale
Authored 479 location descriptions for the world map, balancing useful detail against a strict interface character limit.
Systems and live balancing
Worked on combat and equipment balance, participated in live-service iteration, and used source-control and database tooling to support technical work.
Iteration and communication
Captured playthrough footage, helped with final QA for a 16-quest faction update, and prepared release-facing communication.
Scope & evidence
The 16 quests describe the update scope, not a claim that every quest was created independently. Work responsibilities and timing varied across the project.
What the work taught me
Strong quest design requires more than plot. It requires reliable game states, legible player objectives, predictable failure handling, and content that survives real player behavior.