DUNGEON REALMS

WHAT I DID

  • creative direction
  • product management
  • world building
  • narrative design
  • game design

PROJECT INFO


OVERVIEW

I always wanted to create my own worlds. That’s what motivated me to pursue game design in the first place. One avenue where I could let that passion loose has always been role-playing games. I’ve been an avid game master for a long time, so when I stumbled upon Dungeon Realms, I knew I had to jump on board.

Dungeon Realms is a mobile RPG based on the fifth edition D&D rule set played over text chat. It’s tagline was “D&D on mobile” and it had very lofty ambitions when I joined. The basic rules of D&D are covered by an open creative license, so they can be freely used by anyone. The plan was to create a mobile platform that could support the game with a team of developers, adapt the ruleset and create everything else from scratch. That was my job.

I had to really stretch my creative muscles designing every aspect of Dungeon Realms’ content, from world building to the narrative. While the developers worked their butts off building the app, I and a team of writers and artists created a campaign setting with unique regions and lore, built a product pipeline for playtesting and releases, and designed several story-driven, full-length adventures. It was exactly the creative outlet and leadership role I needed, and now Dungeon Realms has a fully adapted ruleset, hundreds of original monsters and characters, and an entire world full of delightful stories.

Because I wore many hats and had to deliver multiple large projects, I decided to describe each of them in detail in the sections below. I gave everything working on Dungeon Realms, so I really wanted to delve into how I approached the project and where it lead me. If you’re interested in that journey, check out the Creative Direction, Production and Worldbuilding and Narrative Design pages.

CREATIVE DIRECTION

PRODUCTION

WORLDBUILDING AND NARRATIVE DESIGN