Quest & Narrative Design
Ungodly Azra Games · UE5 · Action RPG
Ungodly Azra Games · UE5 · Action RPG
At Azra Games, I served as Senior Game Feature Designer and Product Manager on Ungodly, a dark fantasy action RPG — a hybrid role spanning design ownership and cross-functional coordination across engineering, art, and production.
• Owned player progression for optimal pacing, unlock cadence, and long-term retention loops.
• Structured quest flow to enhance exploration, storytelling, and combat experience.
Structured the game's overall quest flow and player progression arc, breaking content down into discrete narrative and gameplay beats — categorized by type (combat, cutscene, interaction) and mapped across Acts to ensure consistent pacing and playtime distribution. This meant auditing the full experience: verifying that Act 1 and Act 2 delivered the right rhythm, identifying thin or overloaded beats, and confirming that each beat's position on the map aligned with intended zone activation and player traversal flow.
Designed and maintained XP assignment sheets, calculating progression curves to match player growth across the full campaign.
Owned feature design end-to-end on assigned systems — from initial spec through implementation alignment — while also managing priorities across disciplines as PM. Balanced design ambition against engineering schedules and production constraints, keeping iteration moving without losing the core intent of each feature.