WAYFINDER

Role
Level Designer
Engine
Unreal Engine 4
Studio
Airship Syndicate

Wayfinder is a Third Person Co-op Action RPG developed by Airship Syndicate. I designed open world content, created large scale events for multiplayer, and scripted systems for both gameplay and internal use.

My Contributions

Frostmarch zone concept and design proposal

Open World Design

  • Constructed 3D environments for open worlds
  • Designed enemy encounters and scripted hidden quests
  • Setup level streaming and optimization for large open world zones
Event Scripting in Wayfinder

Event Scripting

  • Developed unique AI behavior using Unreal's Gameplay Ability System
  • Created multi-phase events for open world zones
  • Implemented cooperative gameplay mechanics
Technical & Environmental Systems

Technical & Environmental Systems

  • Scripted interactive environmental hazards and traps for dungeons
  • Scripted stateful gameplay objects like puzzle state managers, doors, and checkpoints
  • Collaborated with programming to take prototype systems to production

Designing Open World Environments

How I approached the design and layout of Wayfinder's open world environments.

Overview

Each space was designed with multiple entry points and tiered layouts to support non-linear exploration. I was responsible for filling these spaces with enemy encounters, resources, and replayable events. Additionally, I used interactables like ziplines, teleporters, and environmental hazards to enhance traversal and exploration.

Highlands

codex Halls Exterior
  • Designed 5 key locations: Codex Halls, Ironstone, Stone King's Tomb, and parts of Outer Aurelian.
  • Scripted an environmental puzzle which awarded players with a unique mount. This puzzle required players to find bells across Highlands and ring them to unlock the reward.
  • Designed dedicated space for scripted event: Gloom Tear. This required active collaboration with the owning designer throughout the process.
  • I playtested, documented, and fixed issues throughout development. I worked with QA to validate and verify fixes.

Frostmarch

Landmark design in Wayfinder
  • Collected feedback from cross-department meetings to develop a 2D layout, and translated that into a 3D blockout using Unreal Engine.
  • Designed and implemented scripted event: Seeds of Corruption. This event covered a large area of the map and culminated in a world boss encounter.
  • Placed environmental interactions such as ziplines, checkpoints, and hidden dungeon entrances.
  • Created and maintained documentation for regions within Frostmarch.

The Crucible

Player standing in The Crucible
  • Pitched and implemented hidden quest which granted players unique housing item.
  • Designed and scripted six major events across the zone.
  • Implemented special quest moments using Unreal's Level Sequencer and created quest variants for events.
  • Owned and built 3D Layout from concept to ship.

Open World Design Process

My design process for open world environments involves several key phases:

2D Layout Phase

Frostmarch zone concept and design proposal

I gather requirements by focusing on key elements like:

  • Setting
  • Narrative
  • Enemy Types
  • Modes of Movement
  • Scope

This helps me divide and partition the space for different uses.

3D Layout Phase

I continue onto the second phase, where I flesh out the terrain, POIs, and encounter spaces in 3D.

Frostmarch zone development 3D layout

First, I rough in a macro layout to establish:

  • Boundaries
  • Sightlines
  • Key Landmarks
  • Pacing

Once feedback is incorporated, I move to individual POIs focusing on:

  • Verticality
  • Resource Placement
  • Combat Encounters
  • Scripted Events
Frostmarch zone development 3D layout
Dramatic view of Reaver Woods in Wayfinder

After a primary art pass, I ensure that the space has:

  • Clean Navigation for AI
  • Understandable pathing and navigation for players
  • Well paced encounters and events

Event Scripting

Designing replayable multiplayer events using Blueprint and Gameplay Ability System

Events

Wayfinder’s events are replayable gameplay moments that trigger based on time or player actions. Some have single objectives with light combat and others are full takeovers where visuals and enemy compositions change for an area. Events are built using Unreal's sublevel system, Blueprints, and GAS (Gameplay Ability System).

Eldren Interference

Two-part puzzle + boss event I designed for The Crucible.

  • Used Unreal's GAS to create unique enemy abilities.
  • Scripted unique boss intro for main story quest.
  • Designed and implemented 3D Layout for event space.

Seeds of Corruption

Capture objectives while defending against wave based encounters.


  • Used GAS to increase player stats as reward for capturing objectives.
  • Scripted environmental changes as event progresses
  • Ambient encounter change based on event completion state

The Gauntlet

Escort mechanic with orb-based progress and cooperative gameplay.

  • Scripted speed boost mechanic for each player inside AOE.
  • Implemented continous wave-based encounters.
  • Collaborated with VFX artist to create visual effects.

Technical & Environmental Systems

Creating interactive environmental hazards and technical gameplay systems

Environmental Hazards

Player feedback noted how these "traps" were largely ineffective. I was tasked with owning the design and implementation of traps to improve their impact and player experience.

  • Tuned difficulty using Gameplay Ability System
  • Improved audiovisual cues and timing windows
  • Re-evaluated trap placement across all dungeon tiles
  • Scripted chaining behaviors and variant patterns

Making Gloom Impactful

Wayfinder's Gloom is the major narrative hook and threat. I prototyped an environmental interaction that made the Gloom real and reactive.


Creating Puzzle Pieces

I created a modular puzzle piece system in order to facilitate puzzle creation for Level Designers.