- 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 experience built from the ground up as a love letter to this original IP. The gameplay is filled with new features, secrets and side-quests to embark on. Players are invited to meet classic characters from the Monkey Island games, in a new narrative that brings the iconic locations of Monkey Island to the Sea of Thieves.
The Legend of Monkey Island is coming free to all Sea of Thieves players, beginning with the first of three new Tall Tales on July 20th. Bring your wits, your finest hat and a talking skull, and we’ll see you mighty pirates there.
Role Responsibilities:
- Heavy involvement in the development of this project, from the prototype phase to release version
- Developing gameplay surrounding a narrative experience that fits both IPs involved
- Tailoring the experience for both new players and veterans of the Sea of Thieves
- Hands on implementation with new systems to deliever a new quality gameplay experience
- Iteration on the design based on playtests and requests made by the original IP holder
- Collaboration with other teams involved on the project; design, engineering, artists, content, audio, producers
- Supporting teams across all three tales with tasks and bugs
- Assisting in development of new features and systems to ensure they are as designer-friendly as possible
- Implementing 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 players 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 work flow 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)