Wayfinder Echoes

 

Published on Steam!

Genre: Action RPG with 3 Player Co-Op

Engine: Unreal 4

Studio: Airship Syndicate

Role: Designer - Narrative Team

As a designer of the narrative team, my main tasks were designing content to engage players with the game world and fill out the stories and lives of its characters. I created new quests to encourage exploration into new areas of the world, blocked out spaces that encouraged flow and exploration, scripted custom encounters and interactions to delight and surprise players, and updated all existing content from the MMO version to fit the new single player experience of Wayfinder Echoes.


Responsibilities and Duties

  • Blocked out spaces for gameplay and to encourage exploration in overland and dungeon areas.

  • Created interesting gameplay moments through Unreal blueprint scripting by designing and implementing custom combat encounters at pivotal narrative moments.

  • Scripted immersive game-world interactions to augment the world and story through causing change in the game world players would see upon returning to an area.

  • Designed 8 new quests to help guide players through new areas for the Echoes release, including a major boss and a main NPC’s story arc.

  • Updated all owned side quests with new proprietary tools and to fit the new single-player experience.

  • Utilized new branching dialogue tools to enhance the narrative flow of multiple main story quests and side quests.

  • Converted live event quests originally meant for seasonal content into the main story.

  • Partnered with engineers to rework server replicated quest content to support peer-to-peer co-op replication.

  • Collaborated with art and VFX departments to create quest specific assets to better enhance the player experience.

A hidden quest I designed for the new Frostmarch where players receive a “burden” of each season after completing the four side quests themed around spirits. They are placed at his alter and players receive a special weapon for placing all four.


Scripting Immersive Game World Interactions

For Echoes, a new area called the Crucible was introduced. The narrative team was encouraged to think of new ways to tell stories through quests with limited dialogue and through the environment and gameplay. I created four quests for this new area that focused on:

  • Scripting interesting interactions within the world that players could experience and return to.

  • Using the environment to guide players and help them to understand the narrative rather than using dialogue.

  • Find a fun “twist” to keep the story engaging and surprising to players.

The “Raiders of the Lost Platoon” questline and “Our Eternal Land” quest fulfilled these goals through interesting interactions that kept players on their toes and short, snappy dialogue that keeps the player moving and in the action.

Following the trail of the Lost Platoon from the “Raiders of the Lost Platoon” questline. The player follows a vfx trail to find vignettes to give clues of what happened.

 

Updating Quests for Echoes

An example of an older quest being updated with the new dialogue tools. Now players can choose to learn more details around the story if they desire.

Changing Wayfinder from an MMO to a Action RPG with 3-player co-op meant that the around 50 quests I had designed needed to be updated to better fit the flow of a premium game experience. After reviewing all my quests, I updated them to use the new branching dialogue tools created for Echoes as well as character animations for take over dialogue to create a more interesting narrative experience. With the new updated quest objective system, I added in objective areas to many of my quests, encouraging more player exploration of the area rather than a marker pointing exactly where to go. Finally, quest steps were combined and simplified where it made sense to help with the ease of completing the quests and removing unnecessary backtracking.

An example of the vignette system added with Echoes that allowed for more varied storytelling methods outside of takeover dialogue.

Many quests were updated to use the new objective area technology which encouraged exploration. The narrative team worked with VFX in order to create a new outline for quest objects to help draw the player’s eye to them.


Spotlight: Enhancing Seeker Avala’s Questline in Frostmarch

One of the biggest changes for Echoes was the ability to make changes in the world that would persist even after the player reloaded. One quest in particular I updated to fit this new mode was a quest centering around Seeker Avala. In the questline, she is meant to feel pain and collapse. In the MMO version, this is conveyed completely through dialogue. For the Echoes release, I worked with animators to animate Avala collapsing in the world and flickering in and out of existence. I worked around the new system of barks to make it so players would see her collapsed in the game world and could not interact with her until reaching a certain point in the side quest and interrupted dialogue to show her standing back up in world. This helped to better sell the emotional weight the quest had and provided a better narrative experience overall.

Seeker Avala collapsing in the game world and then standing back up at certain points in the quest.

Scripting for interactions with Seeker Avala. This checks if the player is on the specific quest and prevents a bark from playing when you get near her.

Scripting for interactions with Seeker Avala. It checks if the player is on the correct step of the quest and plays the correct animation and follow-up dialogue once the animation is finished.


New Quests for Echoes

In the Early Access release of Wayfinder Echoes, the previously released area of Frostmarch was greatly expanded. Along with updating my quests that took place in the old area, I created 5 new quests for the area centered around the idea of spirits that were unable to rest.

Along with the level design team, I led players to new parts of the map and events created within them to help tell the story of a place haunted by its past. I used the new vignette system and scripted custom encounters triggered by player actions to guide and challenge players in the newly expanded area.

The Spirit of the Crossroads using a VFX trail to help guide players on what they need to do next.


Avala’s Crochet Fox

Avala’s crochet fox - made by a fan and gifted to me.

For Echoes, I didn’t have a chance to hide any new foxes into the game. However, players who had experienced the winter holiday live event I created were delighted with the crochet fox they received as a housing item at the end of the questline. During Echoes development, a fan crocheted a near perfect reproduction of the fox and sent it to the studio for me to have. This is what I love about game development - creating things that resonate with people and bring them joy