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WORLD & LEVEL DESIGN · THE SANDBOX

Dungeon SiegeFarmland

Defend the land. Discover the path forward.

▶ Watch gameplay
CONCEPT ARTWORK
FocusLevel & gameplay design
PlatformThe Sandbox
FormatQuest-driven adventure
WorldDungeon Siege

THE EXPERIENCE

Reimagining familiar ground.

The Farmlands of Ehb are under attack by the Krug. Created through the collaboration of Massive Black, Room 8 Studio, and Square Enix, this Sandbox experience asks players to help the region’s inhabitants and fight alongside familiar Dungeon Siege heroes.

The goal was to preserve the atmosphere of the original Farmlands while designing a distinct playable experience for The Sandbox. Terrain, routes, quest structure, and encounters evolved together. Comparisons and development screenshots below trace that process from the original reference material to the reimagined environment.

Level iterationCombat balancingQuest design

My contribution

My work focused on gameplay refinement, level design, and player immersion. I evaluated terrain structure, encounter placement, and environmental interactions to improve navigation and pacing. Enemy types, health, and damage were adjusted to create a progressive challenge without overwhelming the player.

I also worked on franchise-character integration, questlines, and dialogue. Sensory effects and environmental responses helped communicate player actions, while the final boss encounter brought combat progression and the story together.

GAMEPLAY & WALKTHROUGHS

Journey through the Farmlands

Dungeon Siege Farmland playthrough

A complete playthrough of the Dungeon Siege Farmland experience.

BEHIND THE EXPERIENCE

Design decisions

01

From vertical routes to a loop

Early versions encouraged players to climb through the map, but this left parts of the available space underused. The layout shifted toward circular progression: a main route leads forward, alternate paths invite exploration, and the journey loops back through the environment.

02

Earning the tools to fight

The opening changed from an armed start to a progression-based structure. Players begin without weapons and earn equipment through encounters and environmental challenges, making early exploration part of their growing capability.

03

Iteration across the whole experience

Buildings, terrain, quests, and character positions were repeatedly revised. Those changes were evaluated together so a stronger route could also support clearer objectives, better-paced combat, and more coherent storytelling.