PROBLEMWhat did we need to solve?
Open-world concepts often grew without controlled scope, and moving into content production before proving the core gameplay loop created significant development risk.
Designing map, quest, inventory, and save systems in isolation could lead to performance and player-experience issues.
SOLUTIONWhat kind of product did we design?
The core gameplay loop of movement, exploration, and interaction was prototyped first, followed by a focused world region built to support that loop.
Quest, inventory, NPC, and save systems were unified under a shared event architecture to produce an extensible vertical slice.