- Role: Game Designer
- Engine: Unreal Engine 4
- Time on Project: 8+ Months
- Release: 20th July 2023
- Platforms: Windows, Xbox Series X|S, Xbox One, Xbox Cloud Gaming, PlayStation 5
Project Description:
The Legend of Monkey Island is a three-part Tall Tale that brings the classic adventure series into Sea of Thieves, with familiar characters, locations and puzzles reimagined for crews of pirates. It launched free for all players in 2023.
Role Responsibilities:
- Co-owned design of the Tall Tales from the prototype phase through to release
- Designed key sequences for Tale 3, including the LeChuck ship battle across the lava and the Captain Coco puzzle flow
- Structured and paced callouts across the Monkey Island areas to deliver the story’s finale
- Wrote dialogue and lore journals for the Tall Tales
- Developed gameplay around a narrative that fits both IPs, iterating on playtests and feedback from Lucasfilm and Disney
- Tailored the experience for both new players and Sea of Thieves veterans
- Implemented dialogue and text-based features that support localisation
Project Challenges:
Adjusting Sea of Thieves gameplay to fit with existing external IP:
- We had to adjust the world of Sea of Thieves to match the vision and values of the Monkey Island games
- Several elements of the design were reworked based on the prototyped flow
- When designing for this project, we had to be considerate of the narrative elements and style of the world of Monkey Island games
Balancing difficulty for a multiplayer gameplay experience:
- Combat sequences were scaled depending on crew size and offers a cinematic experience
- AI Ship pathing systems were used to tailor an experience that utilizes the terrain in interesting ways to create epic moments for the players to enjoy and share with each other
- Through frequent playtests, level changes were addressed by collaborating with the environment team
Creating a new combat experience within Sea of Thieves:
- Sea of Thieves combat was adjusted to offer more control over the old systems
- Worked closely with engineering teams to update the combat system
- New systems were implemented to weave narrative elements into fights, such as bespoke cinematic sequences that reflect what is going on in and around the fight
Prototyping flow without systems and content:
- Implemented the general flow outlined in the high level design document using existing content
- Adapted Sea of Thieves gameplay features to fit the needs of the prototype
- Created new blueprints to support areas of the flow
Translating the required design ideas to other content teams:
- Worked with content teams to allow iteration in the workflow based on design requirements
- Discussed presentation of key locations for the flow with the content teams (for example, have landmarks visible from specific locations to help with navigation and the clarity of the objective)
- Analysed use of reactive environment elements with the content teams (for example, opening a stone mechanism will trigger an animation and reveal lights to invite players inside)