
WORLD & LEVEL DESIGN · THE SANDBOX
Dungeon SiegeStonebridge
A town built for discovery, character, and connection.
▶ Watch gameplayTHE EXPERIENCE
A world worth exploring.
Stonebridge reimagines a familiar town from Dungeon Siege as a social hub within The Sandbox. Developed through the collaboration of Massive Black, Room 8 Studio, and Square Enix, the experience brings players into the world of Ehb and connects them with characters, quests, and places from the franchise.
The town is designed as a launch point toward The Crypt and The Farmlands. Bridges, ladders, and layered pathways make its compact footprint feel expansive, while an underground forge creates a memorable landmark below the streets. Secrets and lore reward players who take time to explore beyond the main route.
My contribution
My responsibilities centered on quest design, NPC and creature interactions, and environmental integration. I developed questlines that encouraged players to explore the town, meet its inhabitants, and uncover narrative details through their actions.
I also worked on the relationship between character behavior and the environment: dialogue, animations, and responses needed to fit both the moment-to-moment quest experience and the history of Dungeon Siege. Integrating those interactions with architecture, pathways, and quest locations helped connect the town’s story to its playable layout.
GAMEPLAY & WALKTHROUGHS
Explore Stonebridge
Complete playthrough recordings of the Stonebridge experience.
FROM THE WORLD
The development gallery






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Map & layout
Map overviews show the layered town structure and underground spaces. Some development captures contain missing textures.
Exploring Stonebridge
Screenshots of the town and the spaces that support exploration and character encounters.






Quests & world details
Additional captures document the experience’s characters, quests, and environmental details.














BEHIND THE EXPERIENCE
Design decisions
A readable, layered town
Interconnected structures, bridges, and multi-tiered routes make use of vertical space. The forge anchors the underground area, giving players a distinctive location to recognize as they move through the town.
Onboarding through character
A guard outside the gates introduces the setting and provides the quest to rally five Dungeon Siege heroes. This opening gives players a reason to explore while placing their first objective inside the story.
Quests that support discovery
Character placement and environmental cues guide movement through landmarks without reducing the hub to a single corridor. Side interactions and hidden lore give the town value as a place to revisit and share with other players.
