New World: Aeternum
My contributions to New World: Aeternum:
- Designed and implemented quests for
- Rise of the Angry Earth Expansion
- Cutlass Keys Revamp
- Collaborated with art to create quest-specific assets that enhanced the storytelling and interactivity
- Solved a potentially costly design problem by creating a new type of NPC (see Collection Station below)
- Wrote dialogue and created intriguing new NPCs that felt fresh and unique
- Set up and iterated on combat encounters for various quests​
- ROTAE Expansion quests include:
- A Friend in Need
- Containing the Contagion
- Essence of Evil
- Factions United
- Firing Back
- Plague for all Factions
- Tracking the Herd​
- Cutlass Keys Revamp quests include:
- A Shocking Revelation
- Animal Instincts
- Catnipping
- For Guts and Glory
- Lightning Unleashed
- Treasure Island​
Collection Station

When working on the Cutlass Keys Revamp, we realized we needed more NPCs than we had originally thought and budgeted for. This wouldn't have been too big of a deal but script lock had already passed and no new voiced dialogue could be written, thus meaning no new NPCs could be created for quests that needed lines.
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To combat this, I came up with the solution of refactoring a pre-existing system within New World that allowed for the creation of "invisible" NPCs to develop this collection station. The NPCs we needed we for daily repeatable quests where the player needed to gather a specific amount of various items. By reworking the invisible NPC system, I was able to create this collection station NPC that functions the same as as any voiced NPC but didn't cost us any extra time by voicing the lines.
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This station became the commonplace way of implementing the repeatable versions of certain quests within Cutlass Keys, each one having unique"dialogue" that gives the different versions a bit of character and flare.