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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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