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Keith Quinn has over 15 years of experience in the video game industry. His current role as a senior Level Designer is enhanced by his entry into the industry in Community Relations and, later, Game Support representative/Knowledge Base Editor.

 

Brittany Sewers, Boss Fight

Released July 28, 2016

An evil ritual in the heart of the Brittany Sewers. Click for a larger image.

A great evil lurks deep in the heart of the Brittany Sewers. Exploring deep into this massive underground scene reveals greater and greater challenge, culminating in a unique boss fight.

Dropping into boss fight room, the first thing players see are several shadowy figures performing a ritual, complete with candles and corpse. Next, they might realize the only way out is a locked door on the far side. They've entered a "kill or be killed" situation with no options in-between.

Approaching the ritualists starts the fight scenario--the entry is blocked (no reinforcements allowed!) and the enemies begin fighting. When the ritualists are defeated, another, greater threat appears out of the sewer water: animated skeletons. Defeating the skeletons catches the attention of their three masters, the ultimate bosses of the room.

Dying at any point resets the boss fight scenario, but defeating all enemies opens up the locked door mentioned above. Past the door is a tunnel that leads to a treasure room and an exit back to the main tunnels of the sewer.

Keith designed the boss fight, room and its new combat system which is used to manage waves of enemies and the rewards following the defeat of each wave (for example, unlocking a door).

Tags: multiplayer, Portalarium, single-player

 

Brittany Sewers, Dockside

Released June 30, 2016

Entering Brittany Sewers from Central Brittany puts you here. Click for a larger image.

Entering the sewers from Brittany Alleys puts you here. Click for a larger image.

A flooded room includes a subtle jumping puzzle. Click for a larger image.

Smugglers gather between the "Central" and "Alleys" exits. Click for a larger image.

A steam-based puzzle controls access to the sewer center. Click for a larger image.

The capital city of Brittany in Shroud of the Avatar was conceived as a single scene but became several neighborhoods by the time it went live, each with its own separate scene and personality. Underneath the city is Brittany Sewers, an exploration area that needed to reflect the massive scope of the city above.

Several times larger than nearly every other underground scene in SotA, these sewers will ultimately connect to each Brittany neighborhood. Connections are set up in pairs: the "dockside" tunnels connect to Central Brittany and Brittany Alleys, the "catacombs" section will link to Brittany Graveyard and Brittany Wharfs, and the "caverns" section will exits to Brittany Estates and Brittany Fields.

Each section has its own personality, enemies, unique puzzle, and connection to all other sections. The sewers grows more dangerous as one journeys toward its center, culminating in a special, high-threat boss fight.

Keith created the overall concept of the sewers, the dockside section, and the catacombs' graveyard entrance. The dockside embraces the concept that smugglers from the faraway Hidden Vale are committing crimes in the maintenance tunnels right under the noses of New Britannia's rules.

The doors throughout the dockside section are steam-powered, each opened by the turn of a wheel on a steam pipe. These steam-powered doors are a precursor to the more complex steam-powered puzzle that blocks access from the dockside section to the center of the Brittany Sewers.

Tags: multiplayer, Portalarium, single-player

 

Balloons as Teleporters

Released May 26, 2016

Several examples of teleporter balloons. Click for a larger image.

The world of Shroud of the Avatar is divided into many adventure, town, and story scenes. Exiting a scene can be as simple as walking to the edge of the play area, but SotA also includes many interactive teleporters. The visuals for these teleporters are important. If a player is fictionally traveling along a dusty road then the interactive teleporter is probably a caravan wagon. If a player is being sent across an ocean, then a teleporter that looks like a ship is called for. Going underground is accomplished by clicking on a hatch. But SotA didn't have the perfect teleporter for all situations, such as when a player wanted to travel from an island to a land-locked mountain.

Keith conceived of the teleporter balloon. Based off existing house-sized dirigibles used in the game, these new balloons were smaller with one-occupant baskets. He added two scripts to perfect the balloon visual: one to make the balloon float and another to dynamically spin the balloon depending on the direction of the wind in the scene.

Tags: multiplayer, Portalarium, single-player

 

Control Point Perks

Released April 28, 2016

In Shroud of the Avatar, Control Points mark contested locations where players are pitted against waves of non-player enemies. Each wave of enemies is more powerful than the last, and waves come with ever-increasing frequency. It's a high-level activity intended for a seasoned group, although these locations also draw highly-skilled players who enjoy taking one-person "endurance tests."

When Keith inherited this system, he noted that surviving against difficult enemies is satisfying, while defending a Control Point against waves and waves of enemies was a monumental achievement that deserved additional rewards. Working with the programming team, he added "perks" to this system. Perks would be activated during certain waves and would include access to locked rooms that included special treasure chests. Where once surviving against the Control Point waves meant bragging rights and normal loot, now it also meant access to better and better treasure perks. Perks allowed Control Points to become more solidified as a true end-game option in SotA.

Tags: multiplayer, Portalarium, single-player

 

Underground Passages

Released April 28, 2016

A view of the Spindrift Passage scene. Click for a larger image.

A view of the Paladis Passage scene. Click for a larger image.

The Shroud of the Avatar team wanted to interconnect all of its underground scenes in a vast network. A few of SotA's dungeons, sewers, and mines were already interconnected, but a primary goal was to allow players to cross the continent of Novia entirely through underground scenes.

Keith divided existing underground scenes into small, natural groups or "sectors." The enemies and harvestable resources in each scene were updated to better reflect the distributions on the surface world. He created several new underground scenes (such as Brittany Sewers) to add more substance to each sector. Players may freely travel across scenes linked within a sector.

Then, Keith created special passages to connect each underground sector to at least one other sector. Each passage was locked to keep the rate of underground travel on par with overworld travel. Players could only access a locked passages by first defeating a rare key-bearer in a free-travel scene and looting his key, then using that key to access the nearby passage to the next sector.

Each locked passage is moderately-sized and designed to fit within the fiction of its part of the world. Because Spindrift Passage lies under the large Spindrift Bay, its dripping caverns are full of deep, swimmable water, harvestable resources related to its connecting points, and water elemental enemies. Underneath a monumental lava-filled rift lies Quel Passage, with its blackened tubes, pools of lava, and fire elementals.

Tags: multiplayer, Portalarium, single-player

 

Tier Markers

Released September 24, 2015

Examples of Tier Markers in several scenes. Click for a larger image.

Players should have indications that they scenes they're adventuring within are appropriate for their abilities and experience. Many games display the power-level of enemies with a combination of level numbers, icons, and colors. However, Shroud of the Avatar downplays UI indicators and focuses instead on experiences. In other words, players should learn how difficult an enemy is through personal experience and not from a display.

Embracing SotA's experience-based philosophy, Keith created "tier marker" scene decorations. He added a tall spike and five skulls by the entrance of every adventure scene as an in-character solution that hints at the challenge level of each scene. Players could get an understanding of the difficulty of nearby enemies by referring to the tier markers; the more skulls on the spike, the more challenging the enemies. For example, one skull on the spike and four remaining on the ground suggested the area was fairly easy, while all 5 skulls moved to the spike meant it was one of the most dangerous.

Tags: multiplayer, Portalarium, single-player

 

New Genesis Now

Released May 18, 2015

"New Genesis Now" on YouTube. Click to watch the video.

The preceding video includes the entire operation as played by Odyssey Gaming (a player league) on the DCUO Test Server.

Keith created the majority of the "Return to the Nexus" 8-player operation for the "Halls of Power Part II" DLC. Gameplay for this operation was spread across three separate locations: the Necropolis of New Genesis, the new Forests of New Genesis, and the new Energy Conversion Chambers (a design based on Keith's recommendations). Players who purchase this DLC and have Combat Rating 111 can play this content.

In this operation, players make their way through the New Genesis Necropolis and forests into the Energy Conversion Chambers of the Celestial City. In the final chamber, Lightray and Steppenwolf battle one another. Hero players will Lightray defend the platform while Villain players will help Steppenwolf destroy it.

Tags: Daybreak Games/SOE, Halls of Power Part II, multiplayer

 

Patrol Catastrophe

Released February 3, 2015

Coaxing out the final boss. Click for a larger image.

Keith contributed to the "Amazon Fury" solo mission, "Patrol Catastrophe," namely outlining the mission, writing, and creating the VO dialogue.

This mission tasked players with finding a missing Amazon patrol, but eventually led them to discover Brainiac was not defeated as had been suggested in previous content. Gameplay was spread across multiple areas, leading the player through both single-player instances and shared open world areas. This mission also served as an introduction to the "Return to the Nexus" operation that Keith created.

Tags: Amazon Fury Part II, Daybreak Games/SOE, single-player

 

Return to the Nexus

Released February 3, 2015

"Return to the Nexus" on YouTube. Click to watch the video.

The preceding video includes the entire operation as played by a group of random players.

Keith created the "Return to the Nexus" 4-player operation for the "Amazon Fury Part II" DLC. This operation focused on this DLC's Amazon theme, but it provided Keith with an extra levels of challenge in that it was also a sequel to the "Origin Crisis" DLC from May 2013 and the Brainiac archvillain story arc spread throughout the game's core content. Gameplay for this operation was spread across two separate locations: the Nexus of Reality and the Prime Battleground. Players who purchase this DLC and have Combat Rating 106 can play this content.

In previous content, alternate versions of Batman and Lex Luthor from parallel dimensions, known as the Paradox Council, fought for control of a mysterious crossroads of time and space called the Nexus of Reality. Now, players have returned to the Nexus on the trail of Amazons missing from the front lines in a war-torn Gotham City. Once there, they discover Brainiac has already enslaved the Amazons, captured the Paradox Council, and taken complete control of the Nexus. The only hope of stopping him from taking over the universe is to go back in time and change time itself by stopping him from entering the Nexus in the first place.

Tags: Amazon Fury Part II, Daybreak Games/SOE, multiplayer

 

Love and War

Released November 11, 2014

"Love and War" on YouTube. Click to watch the video.

The preceding video includes highlights of the final two boss fights within the "Love and War" operation, as played by TerrorSquad (a player league).

Keith created the "Love and War" 8-player operation for DC Universe Online, considered to be the hardest part of the "War of the Light Part II" content. Gameplay was spread over three separate locations, ending in the new Zamaron map. Players who purchase this DLC and have Combat Rating 106 can play this content.

In the operation, Green Lantern Hal Jordan has reluctantly teamed up with Sinestro, his long-time enemy. The War of the Light has been escalating beyond control, and the two of them must find Carol Ferris, leader of the Star Sapphires and Hal's ex-girlfriend, to plead with her for a truce.

Tags: Daybreak Games/SOE, multiplayer, War of the Light Part II

 

The New Gods

Released August 6, 2014

Some Dregg bosses drop powerful weapons. Click for a larger image.

Keith created a large amount of ancillary contact for "Halls of Power" in DC Universe Online, namely "The New Gods" mission that led players through each alert and operation, the Ancient Urgrund Weapons and their special abilities, and the collections. Players who purchase this DLC and have Combat Rating 100 can play this content.

The DLC introduced players to the New Gods and the ongoing battle between the heroic champions of New Genesis and the villainous forces from Apokolips.

Tags: Daybreak Games/SOE, Halls of Power Part I, multiplayer, single-player

 

Gotham Under Siege

Released April 30, 2014

"Gotham Under Siege" on YouTube. Click to watch the video.

The preceding video includes gameplay within Gotham Under Siege, as played by Odyssey (a player league). NOTE: This version in from the PC Test server and some changes may have occurred after the content was released on the live servers.

Keith created the single-player content in the "Gotham Under Siege" area for DC Universe Online, part of the "Amazon Fury Part I" DLC. Players who purchase this DLC and have Combat Rating 100 can play this content.

In this DLC, Hippolyta, Queen of the Amazons, has declared war against the mortal world, but Wonder Woman and her allies struggle to stop the queen's madness. Gotham City has become the center of a civil war between these two powerful factions. Heroes take on missions to help Wonder Woman defend the city while Villains join Hippolyta and Circe to help destroy it. Each mission is repeatable and can be accomplished in a few minutes. Although intended for solo play, these missions occur in a shared space, allowing for players to team-up if they wish.

Tags: Amazon Fury Part I, Daybreak Games/SOE, single-player

 

Mist Recovery

Released January 22, 2014

"Mist Recovery" on YouTube. Click to watch the video.

The preceding video is of the "Mist Recovery" operation, as played by Odyssey (a player league). NOTE: This version is from the PC Test server and some changes may have occurred after the DLC was officially launched.

Keith created the "Mist Recovery" 8-player operation for DC Universe Online, part of the "War of the Light Part I" content. Gameplay was spread over three separate locations, ending in the new Mogo map for Heroes or Ranx map for Villains. Players who purchase this DLC and have Combat Rating 84 can play this content.

In the operation, Heroes team up with Green Lantern Kyle Raynor while Villains team up with Hank Henshaw, ally of the Sinestro Corps. The players investigate the mysterious mists that have appeared throughout Metropolis, trying to discern if they are a natural phenomena or some kind of new weapon placed their by an unknown enemy. The mystery takes the players to their planet-sized base-of-operations just as the opposing corps mounts an assault. The operation culminates in a large battle against Hank Henshaw (for Heroes) or Kyle Raynor (for Villains).

Tags: Daybreak Games/SOE, multiplayer, War of the Light Part I

 

Wrath in the Gotham Wastelands

Released August 29, 2013

"Wrath" in the Gotham Wastelands on YouTube. Click to watch the video.

The preceding video highlights the "Wrath" single-player missions, as played by Odyssey (a player league).

Keith created the single-player content set in "Wrath" section of the new Gotham Wastelands area for DC Universe Online, part of the "Sons of Trigon" DLC. Players who purchase this DLC and have Combat Rating 84 can play this content.

The Gotham Wastelands is a large, open world hellish version of several sections of Gotham City. Major sections include the Cathedral, the Mausoleum, and Amusement Mile. Gameplay in each section included several repeatable solo missions. The duration of mission is only a few minutes and culminates in a challenging boss fight. Although intended for solo play, these missions occur in a shared space, allowing for players to team-up if they wish.

Tags: Daybreak Games/SOE, single-player, Sons of Trigon

 

Companion Canticles Repeatable Quests

Released November 12, 2012

Editing the dungeon map. Click for a larger image.

The final boss. Click for a larger image.

Enemies defending the boss's final room. Click for a larger image.

A stanza from the bard's tale. Click for a larger image.

The quest-giving bard in his tavern. Click for a larger image.

Arcane Legends includes a bard who tells stories so vivid, that players can experience these tales in the first person as actual quests. Keith was responsible for the initial "Companion Canticles" at the game's launch, including writing, map editing, enemy NPC creation, vendors, and reward items.

Keith wrote the accompanying poem for this dungeon, allowing the player to "live out" an historic tale told by a quest-giver NPC. He expanded the prototype dungeon that he was given, adding new sections, staging walls, and destructible cages that players could destroy and sell the idea that they were truly rescuing the animals being held captive. The dungeon concludes after defeating all the minions and the final boss.

Keith created the associated vendor NPC and all the custom gear it sold. He also wrote custom overhead flavor "shouts" for both the quest-giver NPC and item vendor.

Tags: multiplayer, Spacetime Studios

 

Scorn Crusade Boss Fight

Released September 19, 2012

The boss fight. Click for a larger image.

Editing the boss fight "room." Click for a larger image.

The quest-giver. Click for a larger image.

Keith created the boss fight at the end of the second part of the "Scorn Expansion" for Star Legends, which included map editing, enemy NPC creation, scripting, and writing.

After clearing out the preceding enemies, and moving into the "end room" of the dungeon, players witness a live display that signals the start of the boss fight. A meteorite crashes into the ground in front of them, knocking them back if they were close enough. A small dust cloud bursts from the impact site, spawning a small permanent crater as well as the boss--who immediately engages in combat with the players.

Assuming players survives long enough, several things happen each time the boss's health score drops to one of three thresholds (85%, 55%, and 25%). First, the boss ceases fighting, surrounds itself with a forcefield effect, and becomes invulnerable for 20 seconds. Around the same time, the shadow of an alien dropship passes across the terrain and six challenging minions appear--a randomized mix of melee warriors, deadly rifle snipers, and knockback-inducing grenade throwers. Whether the minions were killed or not, the boss will cease being invulnerable after the 20-second timer ends. Killing the boss unlocks the exit teleporter and concludes the dungeon.

The quest contact is be the highest ranking NPC in the game. Keith gave him the rank of "Admiral" and worked on his dialogue, improving content while also giving him a stronger, more unique and memorable personality.

Tags: multiplayer, Scorn Expansion, Spacetime Studios

 

Forgotten Treasure Dungeon

Released May 30, 2012

Editing the final boss room. Click for a larger image.

Editing the map of the dungeon. Click for a larger image.

Home of the dungeon's questgiver. Click for a larger image.

Keith was responsible for the Forgotten Treasure special event dungeon in Pocket Legends, including map editing, item reward creation, and enemy NPC creation and scripting.

The Forgotten Treasure dungeon was for a limited-time event that focused on players "bashing" treasure chests for gold. The event needed to be both repeatable and scalable based on player levels. Keith created alternate versions of the dungeon to keep things interesting for players; the higher the level of the player, the more "tiles" and the larger the Forgotten Treasure dungeon.

Along with expanding the list of enemies and introducing random qualities to how they spawned in the world, Keith randomized the treasure chests to sometimes become chest-shaped monsters that would fight back when attacked. He enhanced two of boss fights and added an achievement reward for killing the tougher one. I created a large set of powerful weapons (spanning all player levels) that players could loot from their enemies.

Keith created a special entrance in the primary town that was visible and easily accessible to all players. After the event concluded, the entrance was closed but the decorations were updated. An NPC was left behind to give players fiction-based closure as well as a custom "thanks for playing" gift to all participating players.

Tags: multiplayer, Spacetime Studios

 

Dark Legends Special Event Dungeon

Released May 30, 2012

Example of underground instance. Click for a larger image.

Keith was responsible for a special event dungeon in Dark Legends, including map editing, item reward creation, and enemy NPC creation and scripting.

The special event dungeon needed to be both repeatable and scalable based on player levels. Keith created alternate versions of the dungeon to keep things interesting for players; the higher the level of the player, the more "tiles" and the larger the dungeon.

Tags: multiplayer, Spacetime Studios

 

Ord Mantell Boss Fight Scene

Released December 20, 2011

Close at the scene. Click for a larger image.

Approaching the scene. Click for a larger image.

The scene from a distance. Click for a larger image.

Keith created a special boss fight scene on the planet Ord Mantell for Star Wars: The Old Republic, which included map editing, enemy NPC creation, and scripting.

Off the main path into Mannett Point is a rarely-traveled beach, home to a powerful boss forcing two victims to dig up a powerful artifact. I set up this "open world" boss to be one of the first such fights in the game.

Players might engage several creatures and probe droids before approaching the location. The scene itself is clear of all enemies except the boss. A short distance from the boss are a small rocks and a speeder bike, useful for those players who use the game's cover system for combat.

As players engage the boss, the NPC victims run for the hills. The boss is a difficult, but not too challenging, encounter for one player. A few minutes after combat concludes, the scene resets itself.

Tags: BioWare Austin, Electronic Arts, multiplayer, Ord Mantell

 

New Player Experience

Released February 1, 2008

Dew Valley Human Resources is working overtime. Click for a larger image.

Keith re-envisioned Dungeon Runners' new player experience, starting with a new "Helper Noobosaur" character/kiosk to act as both the single starting point for players and a knowledge base system for the questions most frequently asked by players.

After adding the Noobosaur, Keith reworked the quests to be more linear and directed than before. Also, each quest now included a tip that related to the current quest (such as the first time a player was sent to a dungeon, the tip told players how they could reset their dungeons).

When players eventually graduated from Dew Valley, the starting area of the game, they had experienced all the basic elements of the game.

Tags: Dew Valley, multiplayer, NCsoft