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WORLD & LEVEL DESIGN · THE SANDBOX

Dungeon SiegeCrypt

Every step below Ehb brings a new threat.

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CONCEPT ARTWORK
RoleQuest, story & encounter design
PlatformThe Sandbox
FocusAtmosphere & encounters
WorldDungeon Siege

THE EXPERIENCE

A descent with a story.

Beneath the graveyards of Ehb, ancient passages have become home to restless undead and grotesque creatures. This Dungeon Siege experience, developed by Massive Black, Room 8 Studio, and Square Enix, brings The Crypt into The Sandbox through a combination of atmosphere, combat, and exploration-driven storytelling.

Ulora the Scribe gives the journey its narrative thread. Her investigation draws the player from the graveyard into the crypt, where environmental clues, discoveries, and increasingly dangerous encounters reveal the history of the place. The descent is designed to build tension as the player moves farther from the surface.

Encounter designEnvironmental storytellingLevel progression

My contribution

My responsibilities covered quest design, story design, and the design of characters, bosses, and enemies, including enemy AI. I also contributed light scripting wherever the production needed additional support.

This work connected the player’s objectives with the characters and threats encountered during the descent. Quests and story gave the journey its context, while boss and enemy design shaped the challenges players had to understand and overcome. The project was developed collaboratively with Massive Black, Room 8 Studio, and Square Enix.

GAMEPLAY & WALKTHROUGHS

Descend into the crypt

Dungeon Siege Crypt playthrough

A complete playthrough of the Dungeon Siege Crypt experience.

BEHIND THE EXPERIENCE

Design decisions

01

Designing the descent

Development followed a top-down approach, starting with the surface graveyard and extending into the underground spaces. The route introduces increasing enemy variety and environmental complexity as the player moves deeper.

02

Pressure through movement

Airborne skull barriers make positioning part of the challenge. Interactive graves can release waves of skeletons, turning apparently quiet spaces into encounters and asking players to respond to their surroundings.

03

Narrative inside the level

Ulora’s investigation connects NPC dialogue with environmental clues and discoveries. Rats, mummies, and ranged spectral enemies vary the combat demands while the unfolding mystery gives those encounters a place within the journey.