Quest Design Case Study Template
Project Overview
Project:
Quest Name:
Role: Quest Designer
Team Size: (optional but recommended)
Duration:
Engine / Tools:
One-sentence summary:
A concise description of what this quest is and its narrative or gameplay purpose.
Example:
“The opening main story quest of Year 2, designed to reintroduce players to the world state while establishing a new antagonist and setting the narrative tone for the season.”
Design Goals & Constraints
Briefly outline what the quest needed to achieve and what limitations existed.
Primary goals
What experience should the player have?
What narrative or gameplay role does this quest serve?
Constraints
Technical (engine, tools, systems)
Narrative continuity
Production scope or timeline
Keep this short — this sets context, not excuses.
Design Intent
Explain how you translated goals into player experience.
What emotions or pacing did you want to establish?
What kind of quest flow felt appropriate for this point in the story?
What did you intentionally avoid?
This section shows intentionality, which hiring managers look for.
Quest Structure & Flow
This is the core of the breakdown.
High-Level Quest Beats
Outline the quest in beats rather than objectives:
Opening setup / reorientation
First engagement or reveal
Escalation or complication
Narrative or gameplay pivot
Resolution or handoff to next quest
Use bullets or short paragraphs — clarity over drama.
Locations & Transitions
Explain how movement through space supports pacing.
Why these locations?
How travel time, combat density, or downtime were used intentionally
Where the player gets space to absorb story
You can include a simple flow diagram or annotated map here.
Pacing & Player Experience
Discuss rhythm, not mechanics.
How tension rises and falls
Where the quest slows down intentionally
How long sections were designed to last
If cutscenes were used:
Why a cutscene instead of gameplay?
What pacing problem did it solve?
Implementation
Briefly explain how the quest was built.
Tools or scripting approach
How beats were translated into in-engine objectives
Any systems the quest relied on
Avoid technical deep dives unless they directly affected design decisions.
Playtesting & Iteration
Show that the quest improved through feedback.
What testing revealed
Confusing transitions
Pacing issues
Narrative overload or gaps
Key changes made
Reordered beats
Added / removed steps
Adjusted cutscene timing or objective clarity
This section is extremely valuable to studios.
Design Highlights & Learnings
Focus on what you learned, not just what went well.
Highlights
A design risk you attempted (e.g. cipher puzzle)
A pacing improvement that meaningfully changed player experience
Learnings
What you’d do differently next time
Insights gained about quest pacing or structure
This shows growth and self-awareness.
Outcome
Close with impact.
How the quest performed (qualitative is fine)
How it set up future content
Why it was effective as an opening quest
Keep it grounded and honest.