Hogwarts Legacy
Check out my work on Hogwarts Legacy as a Quest Designer through my design and implementation reel, a detailed sample of to “Percival Rackham’s Trial,” and developer commentary on “Minding Your Own Business” (Haunted Hogsmeade Shop).
Design and Implementation Reel
My Work on Hogwarts Legacy
Beginning in July 2018, I joined Avalanche Software on the ambitious journey to deliver the first AAA Wizarding World RPG during the pre-production phase. As a Quest Designer, I collaborated with writers and designers to create quest flow documents, implement quest content, and coordinate with specialists to support quest content. Using UE4 Blueprint, Articy Draft, and proprietary quest and cinematic tools, I integrated characters, locations, dialogue, animations, tutorials, cinematics, combat encounters, and other scene elements into quests. Feedback from team leads, directors, peers, and user research playtests helped shape and polish each experience. Through the various stages of development I learned how design, story, and toolsets evolve and I adjusted to the needs of the project, including mentoring new quest designers and documenting best practices. I feel fortunate to have worked on such a renowned, story-first IP, but I feel even more fortunate to have learned how to build such an expansive world alongside the team behind the magic at Avalanche.
The Quest Creation Process
Videos included on this page show components and examples of design in action, but the process generally starts with a “kernel” of an idea, pitched either by a writer or a designer. Along with the kernel, leadership might provide mechanics to teach the Player or narrative threads to serve the greater game context. The writer then fleshes out a more detailed story pitch and I workshop with them on how to bring it to life through gameplay features, pacing progression and dialogue. Using a program such as Miro, I then prepare a quest flow detailing story beats, key features, events, and technical details so it can be referenced both for narrative and implementation. I will sometimes prepare videos in Adobe Premiere to show progress, detail intention, and create references for both the writer and myself. In the nature of game development, a whole lot of iteration ensues, documentation is updated and the experience is reviewed by directors and peers, and then further refined. With such a connected world, there are often gameplay needs and narrative threads that require rework and care to to weave into the quest. Once all of the content is locked down, we polish and fix bugs until it’s time to ship.
Quests I Shipped
Below is a list of quests I worked on through most or all of development on Hogwarts Legacy:
Percival Rackham’s Trial (Main Quest)
Minding Your Own Business (aka Haunted Hogsmeade Shop; Side Quest)
The Map Chamber (Main Quest)
Wand Mastery (Main Quest)
Weasley After Class (Main Quest)
Brother’s Keeper (Side Quest)
Breaking Camp (Side Quest)
Opening of “Percival Rackham’s Trial” Quest
Developer Commentary for “Minding Your Own Business” Quest
Other Quests I Contributed To
Here are other quests I contributed notable design and implementation to during production. There are many more quests that were cut, repurposed, or I helped polish in the later stages of development.
Welcome to Hogsmeade (Main Quest)
Charles Rookwood’s Trial (Main Quest)
In the Shadow of the Mountain (Main Quest)