The Dragon Prince: Xadia
Senior Content Designer
1. Role & scope: Owned implemented and delivered the explore missions across all regions of the game using a tile variation database and mission flow graphs.
2. Systems touched: UE4 blueprints, Module DB, Flow Graphs, dynamic music cues, tile streaming/unloading.
3. Outcome: Content that was kept fresh with large amount of tile varition built with seasonal variants, faster iteration, and clean live-ops hooks in mind.
Highlights
- Created and owned evergreen, procedurally generated content.
- Implemented narrative missions including flow, level layout, and mid-mission events/puzzles.
- Integrated dynamic music, tile streaming/unloading, and content-side optimization.
Module DB - Tile LibraryBoost variety; keep design safe.
I curated a reusable library of tile modules referenced by tag. Each entry ships with hand-authored variations and parameters the flow graph reads to place, connect, and theme content.
- Procedural variety so repeat runs feel new.
- Seasonal variants for live-ops tie-ins.
- Design controls without touching code.
Module DB - Mid-Mission EventsExpandable without risk.
The same system powers hand-authored beats inside exploration missions. Each mission rolls one of two mid-mission tiles, and that tile selects from its own set of three events. We can grow or retire events safely in a live service.
- Scale event breadth over time.
- Remove low-performing event types quickly.
Mission Flow - Rules & NodesStructure with tunable tags.
Missions are rule graphs. Nodes select modules from the DB and define ordering and constraints. We tag tiles for difficulty, enemy buckets, lighting mood, and music cues at this stage.
Populated Nodes - What RunsVerify coverage and balance.
With rules resolved, the graph shows which levels stream in, the exact variant chosen for each tile, and active tags. This view is my checkpoint before playtests.
Flow Validation - Final BuildConfidence before we ship.
- Visualizes the full mission path and tile connections.
- Confirms tag flow matches the intended pacing and difficulty.
- Enforces left-to-right traversal to align with mobile HUD layout.