Four characters with masks pose with their weapons. Witherbloom logo. link: witherbloomgame.com
Showcase

Witherbloom

Third-person Action RPG gameplay with survival

4 player co-ops for dungeon-crawler

Pick 1 of 16 classes

Overcome twisted aberrations and surreal environments

Plunder divine realms for resources, allies, & answers

Rebuild a shattered world… if you can survive.

A hooded figure looms heroically in the centre of an action-packed image, with large sword pull out behind it. The white mask they wear has a wide red vertical between the eyes, and down to the split where the mouth is. Witherbloom appears in stylized letters

Main Responsibilities

  • Conceptualization and implementation of gameplay systems, features, and mechanics
  • Collaborating on gameplay direction
  • Technical implementation of gameplay systems and creation of content pipelines for game elements
  • Conceptualization and implementation of gameplay levels, narrative, and other content
  • Creative collaboration with other disciplines to ensure the intended gameplay experience
  • Collaboration with production to ensure a feasible scope

Base-building mechanics

The Hearth

Contributed to prototyping efforts on in-house base building systems

  • Implementation of early passes on building systems with hexagonal tiles
  • Aligning artistic vision for cozy-feeling home base with design intention
  • Demo characters setup and other solutions for efficient developer testing
  • Identified issues in paper design related to expansion and tile unlocking

Act 1 Narrative implementation

I owned and implemented much of the quest and dialogue scripting for Act 1 and 2.

Key deliverables for content passes included a September Marketing build, VanExpo demo, and multiple rounds of public playtesting through NineDots’ community-building and publishing support efforts.

I standardized our implementation approach across 3 designers by

  • identifying and documenting the ideal functional patterns/templates
  • applying these patterns across all similar cases in content plans
  • tracking application of solutions across various content areas
  • testing to quickly resolve where previous solutions had begun to fail

My Levels

Unreal Editor 5 tools I applied in this project

  • World Partition
  • Data Layers
  • Gameplay Abilities
  • Flow Graph
  • Narrative3 aka Narrative Tales

The Outpouring, Floor 1 of the Sanctum of Harmony

As seen in Nine Dots Backstage #3

I joined this team after the concept stage for this level was already complete, and helped environment artists realize and address friction discovered during playtesting.


Once first art iterations were completed, I realigned the branch unlock order and content within branches. There were many new constraints which had been hardened during iteration on core gameplay.

I designed puzzles requiring players to shift weather from hot to cold & back again in order to advance deeper into the second branch.

I populated survival resources, interactables, and critical quest objects.

I also authored blueprint for more than 8 multiplayer-ready level actors across dungeons in this game.
My blueprint often applies component-driven architecture and Gameplay Abilities, Effects, and Tags.

My role also included Encounter Design for planning, implementing, and tuning all combat.
Environment artists and I worked closely together in adapting existing rooms to create arenas that support deeply tactical combat with up to four co-op players.


The Scatter, Floor 2 of the Sanctum of Harmony

Multiple island hopping loops

[more details closer to release]

A work in progress shot showing transition from an early greyblock towards the next iteration after I became the primary level designer.

You’ll have to wait to see more:
at least until the second floor
of this dungeon is shared with
all our fans in the near future!
– JD

I was actively involved in the conception stages for this dungeon, although the main conceit of using teleporters to hop between scattered islands had already been established.

The design challenges included

  • a contraint that portals must always act as one-way valves
  • encouraging parties to travel between islands as a group
  • asking players to solve puzzles that apply global states across islands

But our solutions created an engaging experience combining both dungeon-crawler and survival elements in novel ways.

Despite getting assistance in delivering the layout as I focused elsewhere for our more immediate deliverables, I later dictated the level flow. My mark and level design sensibles are evident in the way the paths through these islands are used to deliver a dungeon experience, and in the gameplay and interactive elements that are arranged throughout the many paths one can explore here.