✦ RICHARD KOYS ✦

Quest Designer  ·  Narrative  ·  Level  ·  Gameplay

Richard
Koys

Building worlds worth playing in.

I'm a Quest Designer focused on the three pillars that make games memorable: narrative depth, intentional level design, and gameplay systems that make the story feel alive and personal. I've been a gamer my entire life — and now I'm learning how to build them.

Richard Koys
About Me

A Designer Who
Plays to Understand

I've been a gamer my entire life and plan on being one till the end. But when I first started studying Game Design, I realized I didn't just want to play games — I wanted to create them.

I'm a beginner, but I'm a quick learner and grower who knows how to get better every day. My goal is to become a fully skilled Quest Designer — someone who can bridge narrative ambition and playable reality.

If you're a studio, recruiter, or fellow designer looking for someone who thinks deeply about storytelling, world-building, and player-focused quest design — I'd be happy to connect and help in any way I can.

Narrative Design
Building deep character lores, emotional story arcs, and branching dialogues that players remember long after the credits roll.
Level Design
Shaping spaces that guide, challenge, and reward the player — environments that communicate story without a single word of dialogue.
Gameplay & Quest Design
Designing systems and quests that make the story feel alive and personal — where mechanics and narrative reinforce each other.
Portfolio

Featured Projects

Narrative & Concept Design

FableThief: Masks of Legends

A 2D pixel art endless runner set in a spirit realm where a thief steals a mystical mask and awakens the forest's fury. Contributed the original game concept and story premise, designed the core mechanics framework, and created the power-up and pick-up systems that drive the gameplay loop.

Play on itch.io ↗
Narrative Design

Blood Sucker

A souls-lite vampire action game built in Unreal Engine 5 where blood is both your health and your weapon. Served as Narrative Designer — responsible for building the full story world, the vampire's day/night conflict, and the lore framework underpinning the game's risk/reward identity.

Play on itch.io ↗
Narrative, Level & Art

Blight Bound

An atmospheric platformer following Iboju, last guardian of a corrupted divine temple. Authored the narrative — the blight mythology, divine lore, and character arc — contributed to level design, and created the environmental artwork displayed on the temple walls throughout the game.

Play on itch.io ↗
Concept & Quest Design

Daggerbound

A turn-based dungeon adventure where a young hero races to destroy a cursed dagger before history repeats itself. Originated the game concept, wrote all in-game dialogue, authored the full story of Cullen and the Grand Trio, and introduced the core mechanics framework alongside the design team.

Play on itch.io ↗
Creative Work

Sketches &
Artwork

Original sketches and concept art — character designs and level layout concepts showing the visual thinking behind the worlds I design.

Princess character sketch
Character Design

The Princess

Original character illustration — a medieval princess portrait framed in ornamental ink linework with hand-drawn floral borders.

Underground Cathedral Arena rough sketch
Level Design — Rough Layout

Cathedral Arena — Rough

Initial rough sketch establishing the spatial layout — circular arena, fallen stone heads, arched columns, and player scale reference.

Underground Cathedral Arena final sketch
Level Design — Final Sketch

Cathedral Arena — Final

Refined concept with full detail pass — shaded stonework, broken statues, torch platforms, and movement arrow for player pathing.

What I Do

Disciplines

01
Narrative Design
  • Deep character lore building
  • Emotional story arcs
  • Branching dialogue systems
  • World-building & codex writing
  • Creative Writing
  • Twine · Ink · Notion
02
Level Design
  • Player guidance & spatial flow
  • Environmental storytelling
  • Challenge & reward pacing
  • Rough sketching & prototyping
  • Blockout to final layout
  • Unreal · Unity
03
Quest & Gameplay
  • Quest structure & flow design
  • Gameplay systems design
  • Scripting & implementation
  • Prototyping & iteration
  • GDD writing
  • UE Blueprints · C++
Software & Tools

My Toolkit

Unreal / Unity
Game Engines
UE Blueprints / C++
Scripting
Twine / Ink
Narrative Tools
Perforce / Git
Version Control
Jira / Trello / Miro
Project Management
Let's Talk

Open to Opportunities
& Collaborations

Whether you're a studio, a recruiter, or a fellow designer looking to collaborate — I'd love to connect and see how I can help bring your vision to life.