Featured
Video Games
Keith Quinn has over 2 decades of experience in the video game industry, primarily as a worldbuilder and quest designer. If you'd like to check out his work but aren't sure where to start, we suggest watching the videos for "Ulfheim Reimagined" and "Port Harmony."
His role as Game Designer is enhanced by his entry into the industry as Community Relations and, later, Game Support representative/Knowledge Base Editor.
Slayscape on Steam
May 28, 2024
Keith is the Lead Designer on Slayscape for Pangaea. Slayscape is a multiplayer online game with a PvP-focus. He creates and shepherds the game's content, system and level design, including developing character skills and gear. Although this game isn't... (Read more)
Tags: combat design, multiplayer, Pangaea, PvP, quest design, systems design, worldbuilding
Arena Boss Room
May 7, 2024
A standard element in Slayscape is progress to the next level is literally gated by an extra-tough fight in a "boss fight" room. As early development progressed, Keith creates several special rooms for this purpose. The Arena Boss Room was... (Read more)
Tags: boss fight, combat design, multiplayer, Pangaea, PvP, quest design, systems design, worldbuilding
Lava Boss Room
April 8, 2024
In Slayscape, progress from one level to another is gated by an extra-tough fight. During the earliest development stages, these "boss fights" repurposed common large rooms and added tougher enemies. Keith created the lava boss room to be Slayscape's first... (Read more)
Tags: boss fight, combat design, multiplayer, Pangaea, PvP, quest design, systems design, worldbuilding
Sneak Scene
January 25, 2024
Although Shroud of the Avatar doesn't have true "sneak" mechanics (as of this writing, non-player characters (NPCs) have full 360 awareness and will always see a player character when within range), Keith used the conversation system within Sneak Scene... (Read more)
Tags: Catnip Games, livestream, multiplayer, Portalarium, puzzle, quest design, single-player, worldbuilding
Inventory Tutorial
October 26, 2023
Shroud of the Avatar is a complicated game. It's tutorial and starting scenes have been updated and revitalized several times over the years. However, while it's important to not overload players with an excessive amount of instructions too soon,... (Read more)
Tags: Catnip Games, Portalarium, quest design, single-player, tutorial, worldbuilding
Courage Club Improvements
August 31, 2023
Like many role-playing games (RPGs), combat is a major focus of Shroud of the Avatar. As an alternative to pitting one's skills against enemies in dangerous locations, Courage Club offers a relatively safe space for one to test their... (Read more)
Tags: Catnip Games, Portalarium, quest design, single-player, wave battle, worldbuilding
Port Harmony Cistern
July 27, 2023
Underneath Port Harmony is a cistern that's critical to that city's water management. Players with access to Shroud of the Avatar's Episode 2 region may accept a quest from a "watersmith" NPC that tasks them with venturing through several... (Read more)
Tags: boss fight, Catnip Games, multiplayer, Portalarium, puzzle, quest design, single-player, wave battle, worldbuilding
Port Harmony
April 26, 2023
There are many reasons that Port Harmony is an important location in Mistrendur, not the least of which is that it's the first NPC town and adventure scene players encounter when they arrive in Shroud of the Avatar's Episode... (Read more)
Tags: Catnip Games, multiplayer, Portalarium, quest design, single-player, worldbuilding
Vikland's Obsidian Valley
December 15, 2022
Keith created the Vikland region as very large, a long coastal forest with many mountains, several ruins, a village, and a secret valley inaccessible to players until after they begin a certain quest. The quest starts in the village... (Read more)
Tags: boss fight, Catnip Games, multiplayer, Portalarium, puzzle, quest design, single-player, wave battle, worldbuilding
Vikland
October 27, 2022
Vikland is a large adventure scene that Keith created within Shroud of the Avatar's Episode 2 region, complete with woodlands teeming with wildlife and resources, islands with shipwrecks and undead pirates, dangerous rare monsters, puzzles, and quests. Keith wanted... (Read more)
Tags: Catnip Games, multiplayer, Portalarium, puzzle, quest design, single-player, wave battle, worldbuilding
Grusk Factory
June 29, 2022
Many scenes in Mistrendur, the new region available with the Shroud of the Avatar's Episode 2 expansion, include a secondary area with tougher enemies, optional puzzles, wave battles, special rewards for those who make it all the way to... (Read more)
Tags: boss fight, Catnip Games, multiplayer, Portalarium, puzzle, quest design, single-player, wave battle, worldbuilding
Grusk
March 31, 2022
Grusk, an industrial port and the largest NPC city in Mistrendur (the continent at the heart of Shroud of the Avatar's Episode 2 content), is built and populated by kobolds, a civilized race of people with draconian features often... (Read more)
Tags: Catnip Games, multiplayer, Portalarium, quest design, single-player, worldbuilding
The Outlaw's Run
August 26, 2021
The Outlaws' Run is an early adventure scene in Shroud of the Avatar's Episode 2 region, just north of the main entry location. It's this woodlands are home to a variety of critters and threats, a hedge maze with... (Read more)
Tags: Catnip Games, multiplayer, Portalarium, puzzle, quest design, single-player, wave battle, worldbuilding
The Obsidian Panopticon
April 29, 2021
In the coldest region of Mistrendur (the continent at the heart of Shroud of the Avatar's Episode 2 content), the evil Obsidian elves have built an inescapable prison for high value prisoners. For this prison, Keith avoided the stereotypes... (Read more)
Tags: Catnip Games, multiplayer, Portalarium, puzzle, quest design, single-player, worldbuilding
Lord British's Castle
September 24, 2020
Lord British's Castle is a challenge dungeon that Keith created for Shroud of the Avatar's Episode 2. Located near the main access point for the Episode 2 lands, this scene is easily accessible and allows players to test themselves... (Read more)
Tags: boss fight, Catnip Games, multiplayer, Portalarium, puzzle, quest design, single-player, wave battle, worldbuilding
Bunker C
April 30, 2020
Shroud of the Avatar fiction implies there are several ancient bunkers in the world, hidden to all but the most experienced adventurers. Release 77 brought Bunker C to the game as a new underground scene that players could access from... (Read more)
Tags: Catnip Games, multiplayer, Portalarium, puzzle, quest design, single-player, wave battle, worldbuilding
Ulfheim Reimagined
September 26, 2019
Keith recreated a scene named Ulfheim intended for veteran players in Shroud of the Avatar that included recreating the scene from the ground-up, including terrain editing and other world building, enemy spawning, resource spawning, creating three wave battles, and... (Read more)
Tags: Catnip Games, livestream, multiplayer, Portalarium, puzzle, quest design, single-player, wave battle, worldbuilding
Dragon Wave Battle
April 25, 2019
Just before a new release went live, a simple fight with a dragon (high-threat/good reward) was identified as a possible exploit situation. The dragon was always available when the players entered the area and he normally took 8 minute... (Read more)
Tags: boss fight, Catnip Games, livestream, multiplayer, Portalarium, quest design, single-player, wave battle, worldbuilding
Krampus, Seasonal Boss Fight
December 13, 2018
Krampus is one of several seasonal boss monsters that players can encounter in Shroud of the Avatar. Each seasonal boss monster is available for two months and then goes dormant, although their bases of operations remain populated by their... (Read more)
Tags: boss fight, Catnip Games, livestream, multiplayer, Portalarium, quest design, single-player, wave battle, worldbuilding
SotaCon 2018
October 11, 2018
Keith participated in multiple panels at SotA Con 2018, a community-organized convention celebrating the Shroud of the Avatar game and its players. His "World Building, Deco, Houses, Towns, and the Community" panel was on October 12 and his "Storyline... (Read more)
Tags: appearance, Catnip Games, Portalarium
SotaCon 2017
October 13, 2017
Keith led the "What the Puzzle?" panel at SotA Con 2017, a community-organized convention celebrating the Shroud of the Avatar game and its players. The panel focused on puzzles within Shroud of the Avatar and he was joined by... (Read more)
Tags: appearance, Catnip Games, Portalarium
Brittany Sewers, Boss Fight
July 28, 2016
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. When the players drop into boss fight room, they'll... (Read more)
Tags: boss fight, Catnip Games, multiplayer, Portalarium, quest design, single-player, wave battle, worldbuilding
Brittany Sewers, Dockside
June 30, 2016
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... (Read more)
Tags: Catnip Games, multiplayer, Portalarium, puzzle, quest design, single-player, worldbuilding
Balloons as Teleporters
May 26, 2016
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.... (Read more)
Tags: ancillary design, Catnip Games, multiplayer, Portalarium, single-player, worldbuilding
Control Point Perks
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... (Read more)
Tags: Catnip Games, multiplayer, Portalarium, single-player, wave battle, worldbuilding
Underground Passages
April 28, 2016
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... (Read more)
Tags: Catnip Games, multiplayer, Portalarium, quest design, single-player, worldbuilding
Tier Markers
September 24, 2015
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... (Read more)
Tags: ancillary design, Catnip Games, multiplayer, Portalarium, single-player, worldbuilding
New Genesis Now
May 18, 2015
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... (Read more)
Tags: boss fight, Daybreak Games, Halls of Power Part II, livestream, multiplayer, quest design, single-player, SOE, wave battle, worldbuilding
Return to the Nexus
February 3, 2015
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... (Read more)
Tags: Amazon Fury Part II, boss fight, Daybreak Games, livestream, multiplayer, quest design, SOE, wave battle
Patrol Catastrophe
February 3, 2015
Keith contributed to the "Amazon Fury" solo mission, "Patrol Catastrophe," namely outlining the mission, writing fiction, and creating ancillary designs such as writing the VO dialogue for collections. This mission tasked players with finding a missing Amazon patrol, but... (Read more)
Tags: Amazon Fury Part II, ancillary design, Daybreak Games, multiplayer, quest design, single-player, SOE
Love and War
November 11, 2014
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... (Read more)
Tags: boss fight, Daybreak Games, livestream, multiplayer, quest design, SOE, War of the Light Part II, wave battle, worldbuilding
The New Gods
August 6, 2014
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... (Read more)
Tags: ancillary design, Daybreak Games, Halls of Power Part I, multiplayer, quest design, single-player, SOE, worldbuilding
Gotham Under Siege
April 30, 2014
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... (Read more)
Tags: Amazon Fury Part I, ancillary design, Daybreak Games, livestream, quest design, single-player, SOE
Mist Recovery
January 22, 2014
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... (Read more)
Tags: ancillary design, boss fight, Daybreak Games, livestream, multiplayer, quest design, single-player, SOE, War of the Light Part I, wave battle, worldbuilding
Wrath in the Gotham Wastelands
August 29, 2013
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... (Read more)
Tags: ancillary design, boss fight, Daybreak Games, livestream, multiplayer, quest design, single-player, SOE, Sons of Trigon, worldbuilding
Companion Canticles Repeatable Quests
November 12, 2012
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,... (Read more)
Tags: ancillary design, boss fight, multiplayer, quest design, single-player, Spacetime Studios, worldbuilding
Scorn Crusade Boss Fight
September 19, 2012
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... (Read more)
Tags: ancillary design, boss fight, multiplayer, quest design, Scorn Expansion, single-player, Spacetime Studios, worldbuilding
Forgotten Treasure Dungeon
May 30, 2012
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"... (Read more)
Tags: ancillary design, boss fight, multiplayer, quest design, single-player, Spacetime Studios, worldbuilding
Dark Legends Special Event Dungeon
May 30, 2012
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... (Read more)
Tags: boss fight, multiplayer, quest design, single-player, Spacetime Studios, worldbuilding
Ord Mantell Boss Fight Scene
December 20, 2011
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... (Read more)
Tags: BioWare Austin, boss fight, Electronic Arts, multiplayer, Ord Mantell, single-player, worldbuilding
New Player Experience
February 1, 2008
Keith re-envisioned Dungeon Runners' new player experience, starting with a new "Helper Noobosaur" character permanently stationed at an eye-catching kiosk to act as both the single starting point for players and a knowledge base system for the questions most... (Read more)
Tags: ancillary design, Dew Valley, multiplayer, NCsoft, quest design, single-player, tutorial, worldbuilding