Bard's Tale 4 Director's Cut


Studio

  • InXile Entertainment

Release Date

  • September 18, 2018 (original version)
  • August 27, 2019 (Director’s Cut)

Reviews

  • Metacritic: 84% (DIrector’s Cut)

Game Engine

  • Unreal 4
  • Google SketchUp

Platforms

  • PC, Xbox One, Playstation 4, Mac, Linux.

Description

  • Bard’s Tale 4 is a revival of the classic game series created by Brian Fargo. The game has been updated with 21st century graphics and new updated mechanics. The result is a unique divergence from traditional blobbers and old school RPGs. Bard’s Tale is a massive adventure featuring 50+ hours of gameplay, muiltiple gameplay modes, and diverse dungons and puzzles.

Development Time

  • I joined the Bard’s Tale 4 team in Spetember of 2016 near the end of pre-production. The initial release of the game was on September 18, 2018 and the final release of the game is scheduled on August 27th, 2019. I was responsible for overseeing the final, multiplatform release and leading the team on support patch releases.

Design Tasks

  • Designed all 3 overworld levels, as well as the tutorial dungeon (The Cellars of Kylearan’s Tower) and Skara Brae Underground
  • Designed many of the game’s smaller areas, such as inns and small encounter areas
  • Review all Design layouts and assist other designers with initial layout implementation
  • Defined pipeline for greyboxes and 1st pass art
  • Ensured thorough documentation to accompany all gameplay spaces
  • Worked with Art team to define overall look and feel for each gameplay space
  • Work on defining puzzle systems and complexity scaling
  • Minor scripting
  • Writing for personality, flavor and humor.
  • Major optimization planning, research and development, and solution proposal
  • Sublevel streaming and troubleshooting
  • Ensuring all level designers were experts in all of the game’s content and functionality
  • Minor UX and system design
  • Bug fixing

Administrative and Logistical Tasks

  • Maintain a comprehensive vision of the game’s content and ensure that all content meets set standards.
  • Review all design tasks and provide thorough and constructive feedback on all gameplay spaces
  • Ensure the functionality of all level design features
  • Hold gameplay reviews and advise designers on problems they may be running into throughout the course of development
  • Allocate support resources for design needs such as back-end code or specific art requests for design assets
  • Coordinate day-to-day logistics of the design team’s interactions with other disciplines.
  • Long-term logistics: Project timelines, task assignment and task creation.
  • Defined content initiatives across multiple sprints and levels.
  • Wrote most of the digital strategy guide
  • Ensured the deployment of all in-game Kickstarter stretch goals and requirements
  • Create and attend meetings for the purpose of coordination between disciplines and ensure content creation doesn’t get bottlenecked.