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DUNGEON & DRAGON
PERSONNAL CAMPAIGN
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"My first ever D&D campaign, packed with a lots of maps and detail for those who seek mysteries within a Dungeon Crawling experience!"

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LEVEL DESIGN
Let's go for an Adventure!
Narrative

1st Floor

In this mission, you are asked to venture within an abandoned mine to gather information on the existence of malevolent creatures. 
 
Motivation :

A) The location is the last place a relative of a player character was seen.
 
​B) The location contains a specific type of monster a player has vowed to exterminate. 

C) This location contains useful reagent required to craft magic Items. 


D) This location needs to be traversed in order to reach another important location. 

You don't have to motivate all the crew, just the majority. The rest will have a blast once they're inside the dungeon  if you have good content for them!
 

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Sub Floor
... Coming Soon ...

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Deep Mine
... Coming Soon ...

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Layout & Side Quest

In this mission, your goal is to reach the bottom of the mine and get information about monsters. 

Side Quest
A) There's a hidden room that should contain a precious stone. 

B) There's information about a close friend gather his log Journal. 

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Workflow

When I start working on a map, I first ask my player where they wanna go. This helps me flesh out future missions and story progression. In order to explore cool maps, I'm forced to ''railroad'' them a little bit, although, It is not a problem for my players. They can do anything within the boundaries of my maps. Besides, It's their story, not mine!

Find the Idea
First, I start with the motivation that leads my player in. This helps me write down the lore and side quest that might pick their curiosity. Then I find a particular mechanic that might add up to the dungeon. (This is not a requirement, but it adds a lot of uniqueness.)

Ex. .: In this case, player will be interacting with mine carts, to activate platforms or unlock doors along other items like explosive barrels. Warning, make sure that your fun gimmick is solution among other options when your player has to solve a puzzle. These gimmicks simply serve as fuel to their creativity. They should be used any way the player wants. 

Blocking
Once I have the Idea, I start sketching the map to help me flesh out the blocking. I try to highlight as soon as possible what are the most important locations. Once I'm satisfied, I create the polished version.

Render Pass
I use
Dungeondraft to create my maps. I add details to my maps as I feel it need. After a while, I start taking notes over it to flesh out any zone that might be missing anything interesting elements. I try to find empty spots to add side quest information and journal log that might pick the interest of my players. It gives them a reason to explore. 

Side Content Breakdown
Once I'm satisfied with the map, I breakdown all the asset needed for the game, Journal, Traps, NPCs, Encounter Scenario, Reward, etc.  


 

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LEVEL DESIGN
Let's do a Stealth mission

Basement

Coming Soon
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1st Floor

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2nd Floor

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3rd Floor

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