Neverwinter - Menzoberranzan

Cryptic Studios

With this release, I wanted to build out an urban environment, something we hadn’t really done before in the game. The setting is a city, but a dangerous one, so the zone revolved around the contrast between areas of relative safety, and areas of hostility. I built two mechanics to support this goal, District Lockdowns and Assassins. As players collectively engaged in the content, the zone progressed to a lockdown state where powerful world boss guards patrolled the previously safe streets. As individual players engaged in content, they would eventually be targeted by assassins that would strike in previously safe areas.

Role: Lead Content Designer

Contributions: Release planning, feature review, level design, quest design, dynamic event design, AI design

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Neverwinter - Spelljammer

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Neverwinter - Dragonslayer