Dungeon Quest
Role
Game and Level Designer
Genre
Role playing Game
Tool
Rpg Maker
Development Time
October 2023
Inspired by classic RPGs like Dragon Quest, Dungeon Quest is a dungeon-crawling experience focused on strategy, party composition, and exploration.
The project was developed as a five-week endeavor to fulfill graduation requirements.
Highlights
Worked as both Game and Level designer
Created the skill sets, weapons, armors, and classes of the game
Worked on game balancing



Concept
Inspired by classic RPGs like Dragon Quest, Dungeon Quest is a dungeon-crawling experience focused on strategic combat, party composition, and exploration.
Design Goal
The goal was to recreate the depth of classic RPG systems while encouraging experimentation with different team compositions and strategies.
Class & System Design
Each class was designed with:
Unique skill sets
Distinct parameters
Exclusive equipment
No skills or items are shared across classes. This reinforces class identity and encourages players to:
Build balanced parties
Adapt to different encounters
Experiment with multiple playstyles
Combat & Enemy Design
Enemies were designed with:
Unique abilities
Role-based behaviors
Progression-based scaling
Encounters require players to:
Analyze threats
Optimize team composition
Use resources effectively
Balancing
Balancing was achieved through:
Iterative playtesting
Continuous parameter tuning
The goal was to ensure:
Fair challenge
Consistent progression
Satisfying gameplay
Exploration & World Design
Exploration is a core part of the experience.
NPCs provide:
World lore
Objectives
Recruitment opportunities
Environments reward players with:
Hidden items
Useful resources
This makes exploration both meaningful and rewarding, rather than optional.
Highlights
Worked as both Game and Level designer
Created the skill sets, weapons, armors, and classes of the game
Worked on game balancing



Concept
Inspired by classic RPGs like Dragon Quest, Dungeon Quest is a dungeon-crawling experience focused on strategic combat, party composition, and exploration.
Design Goal
The goal was to recreate the depth of classic RPG systems while encouraging experimentation with different team compositions and strategies. No single "best party" exists – players are pushed to adapt.
Class & System Design
Each class was designed with three distinct layers:
Unique skill sets (no overlap)
Distinct parameters (strength, magic, defense, etc.)
Exclusive equipment
No skills or items are shared across classes. This hard boundary reinforces class identity and forces meaningful choices. Players cannot rely on a universal "best build" – instead, they must:
Build balanced parties (tank, healer, damage dealer)
Adapt to different encounters (physical-resistant enemies require magic users)
Experiment with multiple playstyles across multiple playthroughs
Combat & Enemy Design
Enemies were designed with three principles:
Unique abilities (not just "stronger versions" of previous enemies)
Role-based behaviors (some enemies heal, others tank, others ambush)
Progression-based scaling (early enemies teach mechanics, later enemies test mastery)
Encounters require players to:
Analyze threats before acting
Optimize team composition for each dungeon
Use resources (mana, items, cooldowns) effectively
Balancing
Balancing was achieved through iterative playtesting and continuous parameter tuning. The goal was to ensure:
Fair challenge (no unfair difficulty spikes)
Consistent progression (players always feel stronger, but never invincible)
Satisfying gameplay (victories feel earned, defeats feel like learning opportunities)
Exploration & World Design
Exploration is a core part of the experience, not an optional side activity.
NPCs provide:
World lore (history, factions, conflicts)
Objectives (main quests and side stories)
Recruitment opportunities (new party members)
Environments reward curious players with:
Hidden items (rare equipment, consumables)
Useful resources (gold, crafting materials)
This design makes exploration both meaningful and rewarding. Players who rush from fight to fight miss out – but players who take their time are properly rewarded.


