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The Forgotten Runiverse is a Free-to-play, browser-based MMORPG that blends pixel art charm with the power of blockchain technology, developed by Bisonic Inc. inspired by Forgotten Runes Wizard Cult (a Magic Machine IP).

Role: Senior Game & Level Designer -- Team Size: 40 -- Status: Commercial title, released in 2025

Duties: Level Design and Creation, Quest Design and Creation, Game Design and Prototyping, World Population, Game Design Documentation, Team Management

Having initially joined the team, when the project started, as a Level Designer, my original responsibilities on the project were designing, implementing and testing a cohesive open world as well as documenting the design principles and best practices. Throughout my time on The Forgotten Runiverse I was promoted multiple times in recognition of design ownership and cross team leadership, landing my latest position as a Senior Game & Level Designer and team lead. As a Lead Designer, I oversaw the full lifecycle of open-world development and quest creation. From concept pitches through to final in-game implementation. I worked closely with the Games' Director to shape and refine dialogue, and with the Level Design team to ensure precise object and environment placement. Additionally, I continuously develop documentation standards governing quests, dialogue, interactive elements and mechanics across the project.

How to make an open world feel lived in | Shaping the Runiverse | Games' Live paper

Available to play on any browser.

Making an Open World

MAKING AN OPEN WORLD FEEL LIVED IN

During my time on Forgotten Runiverse, I focused on shaping player experiences through quests, levels, and narrative integration. I conducted FTUE analysis and redesigned the onboarding quest flow to improve retention, while also pitching and implementing open-world quests that combined environmental storytelling, exploration challenges, and branching dialogue. I planned and executed the narrative design process, aligning quest logic with overarching story arcs, and integrated scripted events and triggers to synchronize gameplay beats with narrative moments. To ensure smooth communication across teams, I documented level flows, encounter designs, and quest logic in detail, creating clear pipelines for implementation.

One of the most exciting yet humbling moments was seeing players build their own quest guides (like this community resource), which validated the depth and engagement of the systems we created while also highlighting the responsibility of designing for clarity and accessibility.

Shaping the Runiverse

SHAPING THE RUNIVERSE

In parallel, I designed and implemented levels and interactive sequences for both systemic and narrative gameplay, balancing pacing and difficulty through iterative prototyping, playtests, and data-driven adjustments. I developed quest and event structures using Tiled and proprietary tools, and created modular level design kits that accelerated iteration while maintaining visual and gameplay consistency. Collaboration was central to my work, partnering with narrative, art, audio, and UX teams to translate concept art into compelling in-game locations.

 

Below, you can find a glimpse into the process of shaping the Runiverse.

GALLERY & PLAYER CONTENT

2025 by Thomas Guana 

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