I worked with Level Design, and Writing closely on this quest. My work included scripting it, setting up the first three demon combats, putting together props and gameplay components
when needed, and creating the opening sequences of all four encounters. I also coordinated with multiple other departments to bring it to a shippable quality.
This side quest is found in the Necropolis in Nevarra. There is a side hallway filled with a number of dead Venatori and a large locked door. When the player goes to open the door, they are instead rebuffed by a wave of magic and a menacing voice that tells you to stay away from its treasure. Searching the rest of the area reveals a note that tells of demons spread throughout the world that need to be destroyed in order to unseal the door. There is an Envy demon, a Pride demon, and a Rage demon to kill. After returning to the necropolis door, you discover that the demon behind it has processed a Dragon. This dragon combat is one of the most advanced combats in the game and defeating it banishes the demon.
I scripted the level logic for the intro and worked with VFX and Audio to get the push back effect and booming voice hooked up. I worked closely with Level Design and Writing to plan out the opening quest flow and make sure it fit in both the level and respected the lore. I used existing corpses and props to set up the hidden notes in the surrounding area including the camera and player framing for the short cinematic. I also created the glowing stones above the door to mark player progress through the quest.
The player can find three demons out in the world: One in the Hossberg Wetlands, one in Dock Town, and one in Arlathan Forest. The interesting thing about these were that the player could encounter them in any order, but the demon type and dialogue would still play in the same sequence. This involved setting up cinematics and combat setups for 9 different encounters. For savvy players, this meant that they could choose the battleground they wished to face each type of demon. A Rage Demon combat was quite cramped in Arlathan, but the battleground in the Hossberg Wetlands was much more expansive.
In order to start each demon combat, the player had to find a brazier with a green flame and investigate it. Once all three were completed, the player was prompted to return to the locked door in the Necropolis
This sequence went through some hefty iteration. I worked with leadership to get approval. I created a custom camera for the hallway section and choreographed all the cinematic moments. I worked closely with VFX and Level Design to bring this sequence to a shippable quality. Some of the iteration included accounting for the edge case where the player doesn't proceed forward down the hall. In that case, the dragon reveal and camera swoop are delayed until the player moves closer to the entrance to the arena. The door behind the player is closed to block them from retreating.