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Main Story Quest (MSQ) - New World (Amazon Game Studios)

Having joined Amazon Games during the transition of New World from a survival game to a full-fledged MMORPG, I worked on numerous areas tied to the Main Story Quest. These ranged from adapting existing locations through new set dressing and world-building, to designing entirely new spaces from scratch. Often starting with an idea from a Lead Designer or Lead Environment Artist, my role was to transform these concepts into final, polished gameplay areas that supported the evolving narrative.
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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.

The entrance to The Depths was originally planned to be just a door hidden behind a waterfall, but I challenged myself to spend a day creating a more interesting, grand, and narratively meaningful entrance.

The entrance to The Depths was originally planned to be just a door hidden behind a waterfall, but I challenged myself to spend a day creating a more interesting, grand, and narratively meaningful entrance.

The Angry Earth Grove is a landmark the player revisits multiple times during Act Two of the MSQ to receive quests from Adiana.

The Angry Earth Grove is a landmark the player revisits multiple times during Act Two of the MSQ to receive quests from Adiana.

Fisherman's Bend is a key landmark the player returns to several times in Act One of the MSQ to receive quests from Yonas.

Fisherman's Bend is a key landmark the player returns to several times in Act One of the MSQ to receive quests from Yonas.

I was responsible for the level art for several major POIs in Weaver’s Fen that are central to the MSQ. In these encounters, the player must enter the structures and fight off waves of enemies while avoiding excessive blight damage.

I was responsible for the level art for several major POIs in Weaver’s Fen that are central to the MSQ. In these encounters, the player must enter the structures and fight off waves of enemies while avoiding excessive blight damage.

Located within these structures is an Angry Earth monument that the player must find and interact with to complete objectives.

Located within these structures is an Angry Earth monument that the player must find and interact with to complete objectives.

The Valhalla Fighting Pit is an arena where warriors from across Aeternum battle the Corrupted. A Corrupted monolith is placed at the center of the pit, allowing challengers to engage in combat without outside interference.

The Valhalla Fighting Pit is an arena where warriors from across Aeternum battle the Corrupted. A Corrupted monolith is placed at the center of the pit, allowing challengers to engage in combat without outside interference.

The pit is overlooked by a theater, giving spectators a full view of the battlefield.

The pit is overlooked by a theater, giving spectators a full view of the battlefield.

In this WIP screenshot, you can see an earlier layout of the pit, featuring bleachers on each side and a more elaborate structural design.

In this WIP screenshot, you can see an earlier layout of the pit, featuring bleachers on each side and a more elaborate structural design.

Stranglepitch Road is a challenging POI where players must collect chests and defeat bosses while ascending a mountain.

Stranglepitch Road is a challenging POI where players must collect chests and defeat bosses while ascending a mountain.

While primarily a natural path, Stranglepitch Road is also populated with ancient ruins and cultist structures.

While primarily a natural path, Stranglepitch Road is also populated with ancient ruins and cultist structures.

Stranglepitch Road is also heavily infected with Corruption, making traversal more dangerous.

Stranglepitch Road is also heavily infected with Corruption, making traversal more dangerous.

In this POI, the player must recover items from a burning campsite while defending against waves of enemies.

In this POI, the player must recover items from a burning campsite while defending against waves of enemies.