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QUEST DESIGN

When I design quests, I break them down into atomic elements organized in steps to improve them afterward.

EXAMPLE

I designed a side quest in one week on the occasion of an open-world project.

The game tells the story of a young adult about to become a father who wants to reconnect with his past by returning to the theme park of his childhood.

I decided to design a quest on the evolution of magic perception because it is a topic that structures the transition to adulthood and that can resonate with many players.

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