
WORLD & LEVEL DESIGN · THE SANDBOX
Dungeon SiegeFarmland
Defend the land. Discover the path forward.
▶ Watch gameplayTHE 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.
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
A complete playthrough of the Dungeon Siege Farmland experience.
FROM THE WORLD
The development gallery






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Original Dungeon Siege references
Reference images from the original game establish the setting being reimagined.
Reimagined Farmlands
Corresponding views of the Sandbox environment show the project’s visual interpretation.
Map & terrain studies
Overview captures document the level structure; some development textures may be missing.
Development process
Earlier captures preserve the iterations in terrain, routes, and gameplay spaces.

























Final experience
Screenshots show the later environment, encounters, and interactive story elements.





















BEHIND THE EXPERIENCE
Design decisions
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.
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.
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.



