Threshold of Divinity

 

Threshold of Divinity:

 



Game:

Age of Conan - Unchained

 

 

Type:

Social dungeon with multi-group- and raid content

 

 

Player level:

80

 

 


 

 

My role and responsibilities:

All gameplay design and implementation, including:

  • Greyboxing the dungeon
  • Concepting theme and quests
  • Designing bosses and encounters
  • Abilities
  • Magic spells
  • Particle effects
  • Cutscenes
  • Camera paths
  • Assembling NPCs (assigning looks and abilities, etc)
  • Scripting
  • Implementation
  • Testing/balancing
  • Documenting

 

 


 

 

Design vision:

Designing The Threshold of Divinity was a very interesting, albeit tricky, challenge.

The Threshold of Divinity is one of 2 dungeons that released together. The smaller “The Vile Nativity” (which I also did the initial design for) is a one-group dungeon, which – the first time a group wanted to go there - could only be accessed through a secret door half way through The Threshold of Divinity; a huge social dungeon tailored for multiple groups running it a the same time and with a raid boss in the end.

The Threshold of Divinity being a social dungeon made each encounter very vulnerable to intruders from outside of the active group, and also some time control was important in order to prevent just a few groups from continuously occupying certain encounters/bosses.

 


 

Dungeon description:

Inside the two House of Crom dungeons, players will revisit what remains of the temple created by the Atlanteans, and discover for themselves what happened thousands of years ago. House of Crom is actually made up of two vast dungeons. One social dungeon that supports multiple groups at the same time, and one six man dungeon. These areas are the largest indoor dungeons we have created to date, and there is a lot of great gameplay and encounter crammed into the ancient halls.

The Threshold of Divinity is a social dungeon for up to four six-player groups for max level characters with nine separate encounters. Sent to aid the Cimmerians in driving out the Vanir desecrators, they will fight enemies both old and new, solve ancient mysteries, and learn the truth behind the House of Crom, and what happened there. And they might find that some puzzles are better left unsolved.

Having this operate as a social dungeon there are also some challenges that require co-ordination across groups, these are not essential to the players' experience, but they offer a very different gameplay experience and some of the best moments this dungeon offers...if you can figure out the mysteries involved!

Having a multiple group settings also introduces a lot of cool new mechanics, and it involves players approaching these challenges differently than they would a private instance. It offers a very different experience to the other private instances that have been introduced over the year before.

 

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