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Fort Alazar - New World (Amazon Game Studios)

In the second act of the Main Story Quest, a group of characters forms an alliance known as the Soulwardens to confront the Corrupted. Initially gathering at small camps, Fort Alazar becomes their base of operations. Once an old and abandoned fort, its courtyard, high-altitude vantage point, and makeshift command tent were repurposed into the Soulwardens’ central hub. After a Corrupted assault, Yonas is taken and transformed, culminating in a climactic boss fight inside the Corrupted Cavern. This space underwent major design changes—from an open and sprawling layout to a more linear, cinematic experience. Fort Alazar also served as a testing ground for a new engine tool, allowing support for multiple states of destruction in an MMO context. I collaborated directly with engineers and designers to implement and test this feature, which impacted navigation, collision, and visual states between players.
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GAME DESCRIPTION: New World: Aeternum (formerly New World) is a third-person MMORPG with a strong emphasis on melee and ranged combat, set in a rich supernatural world. Drawn by legends of a land that grants eternal life, the player finds themselves shipwrecked on Aeternum. But the player is not the first to wash ashore. Aeternum has been the destination of countless settlers throughout history, and its cultures reflect that: from English colonists to Spanish conquistadors, Roman legions, and Japanese samurai, all leaving their mark on the island’s architectural and cultural tapestry. This creates a uniquely multicultural world where the supernatural and historical collide.
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MY ROLE: At Amazon Games, I initially joined the team as a World Building Environment Artist on New World. When I arrived, the project was still rooted in its original vision as a survival game centered around player-controlled faction conflicts. Following a major shift in direction after an alpha test, the game pivoted to a narrative-driven MMORPG with a structured Main Story Quest (MSQ). My early role focused on recontextualizing areas that were originally designed for survival gameplay by integrating narrative-driven world-building. This included: Set dressing existing POIs to support new story beats, Reworking POI layouts for narrative clarity and flow, and Creating entirely new POIs to support key moments in the MSQ. My contributions to the Main Story Quest span from the starting beaches where the player first washes ashore, all the way to endgame content. Following the successful launch of New World, I was promoted to Terrain Artist, where my focus expanded to shaping the world at a macro level. This included: Terrain sculpting and painting, Foliage modeling and procedural integration, and Set dressing between points of interest to improve spatial cohesion.

As the player approaches Fort Alazar, an old fort with a path lined with decayed watchtowers and makeshift roadblocks, hinting at the fort’s hasty construction.

As the player approaches Fort Alazar, an old fort with a path lined with decayed watchtowers and makeshift roadblocks, hinting at the fort’s hasty construction.

The Soulwardens convene inside a command tent overlooking the Great Cleave border—a strategically ideal location for planning their next assault, offering a clear view of the terrain.

The Soulwardens convene inside a command tent overlooking the Great Cleave border—a strategically ideal location for planning their next assault, offering a clear view of the terrain.

Strategically placed in one of the highest peaks in Brightwood, this fort has a good, unobstructed, near-360 view of the surrounding areas.

Strategically placed in one of the highest peaks in Brightwood, this fort has a good, unobstructed, near-360 view of the surrounding areas.

Fort Alazar's Courtyard, often used for training and camping.

Fort Alazar's Courtyard, often used for training and camping.

Fort Alazar's Courtyard, after it is destroyed by the Corrupted Forces.

Fort Alazar's Courtyard, after it is destroyed by the Corrupted Forces.

Fort Alazar's view from the outside after it's destruction.

Fort Alazar's view from the outside after it's destruction.

The initial Soulwarden Camp before the group moves to Fort Alazar. This camp is meant to be small, scrappy, and a small stopover before the characters set up shop in Fort Alazar.

The initial Soulwarden Camp before the group moves to Fort Alazar. This camp is meant to be small, scrappy, and a small stopover before the characters set up shop in Fort Alazar.

After Fort Alazar's Destruction, the player learns that the Corrupted has taken Yonas to a hidden cave nearby the fort. This screenshot is a blockout of that cave.

After Fort Alazar's Destruction, the player learns that the Corrupted has taken Yonas to a hidden cave nearby the fort. This screenshot is a blockout of that cave.

Approaching the cave reveals more and more corruption, hinting at Yonas' fate.

Approaching the cave reveals more and more corruption, hinting at Yonas' fate.

Approaching the cave reveals more and more corruption, hinting at Yonas' fate.

Approaching the cave reveals more and more corruption, hinting at Yonas' fate.

Yonas is found here, fully corrupted, and the player must fight him in this arena. Arenas in new world typically are large open areas with narrative theming around them.

Yonas is found here, fully corrupted, and the player must fight him in this arena. Arenas in new world typically are large open areas with narrative theming around them.

Early explorations of Fort Alazar’s front entrance. To convey the fort’s age, the initial plan was to design it as worn down, broken, and overgrown.

Early explorations of Fort Alazar’s front entrance. To convey the fort’s age, the initial plan was to design it as worn down, broken, and overgrown.

Where the wall was broken, players could bypass the main gates and access various areas more quickly.

Where the wall was broken, players could bypass the main gates and access various areas more quickly.

The initial concept was inspired by the idea of a vertical mountaintop bazaar overlooking the surrounding landscape.

The initial concept was inspired by the idea of a vertical mountaintop bazaar overlooking the surrounding landscape.

At the peak overlooking the terrain, the war board was positioned to give commanders a clear vantage point for planning their next moves.

At the peak overlooking the terrain, the war board was positioned to give commanders a clear vantage point for planning their next moves.

Originally designed as a multifunctional space, the area started to feel too much like a full settlement, so the design was scaled back to better fit its intended role in the shipped version.

Originally designed as a multifunctional space, the area started to feel too much like a full settlement, so the design was scaled back to better fit its intended role in the shipped version.