Quest Implementation Restorer of KG's Sanity |
History with the Team
Dev Q&A
As cliche' as it sounds, everything; at least at the time I'm working on it. What I'm actually enjoying is the creative and logistical process of figuring out just how the quest will play out and how to build that in the CK. That gets better each time I start a new quest and even more so in a whole new quest-line.
If I had to pick out something as a favorite though, it would be the easter-eggs and references I'm able to throw in here and there as I'm building a quest. Oftentimes when I get a quest, there's a note or holotape that's important but there isn't anything written specifically for it. This gives me a chance to add some icing or sparkle that's my flavor to the quest; bounced back to the writer for tweaks if available. There's a terminal that has entries that are references to a Fallout video of the YouTuber EpicNate; a series of holotapes with my recorded voice that has calls to all of our differing content; plus all the little extras I add that don't particularly "matter" to the quest at hand. These things often go unnoticed or skipped over but it helps make the game-world more real or "lived in".
Links to Share
My Twitter
most frequent posts (Mainly my Pixel Art, but some other stuff as well)
My Deviant Art
Collection of my Pixel Art.
Project City
Project City: my original IP. (Scripts, Art, Full-Color Comic)
My Instagram
less frequent posts (Pictures and Poetry)
Sim Settlements 2 and Chapter 2 Let's Play Wednesdays - Day 6 - with quest maker Sagittaurus!
Some of My Work