Wayfinder

F2P Co-op Action Adventure RPG

With Wayfinder, we set out to create a blended world comprised of tile-based randomly generated dungeons and static overworld zones to provide interest and engagement, with repeatable content to give the player reason to come back.

Through early concept, production and ship, Here I was responsible for:

  • Defining Metrics and building practises early on.

  • Prototyping randomly generated tiles and overworld zones.

  • Creating design pillars to solidify each biome’s gameplay identity.

  • Shaping, polishing and shipping iconic boss rooms and arenas across the game.

Gloom Dungeon

In this biome, I had whole ownership of the Lost Zone’s design to create something unique.

What makes the Gloom Dungeon different than our previous Lost Zones is that we relied more on interactive elements, combat and level design to provide gameplay interest by:

  • Leveraging Gloom enemy variety to spice up combat.

  • Level Interaction through combat gates, pathways and puzzles.

  • Traversal, utilising the Gloom’s unpredictable nature to provide unexpected pathways.

  • Reward exploration through secrets and hidden challenges!

In this two-way straight connector tile the player can pass through, or decide to hang around and solve the challenge to unlock a reward.

Encounters

Adding combat into the mix!

In Wayfinder, the Gloom is a malevolent force seeking to overtake and corrupt all living realms. Within the Gloom Dungeon you are behind enemy lines, taking the fight to the enemy - expect heavy resistance!

In this one-way choke point tile the main flow promotes verticality while the player clears two major combat rooms, traversal and a healthy does of secrets in between.

Going deeper…

Join me for a complete Gloom Dungeon run, showcasing the gameplay elements and tiles I designed.