The Kid's Rat

Quest Designer | Level Designer

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Development Info



Game: Divinity Original sin 2 Definitive Edition (DOS2)

Genre: Turned Based, RPG

Team Size: 1 Developer 

Mode: Single Player

Engine: Divinity Engine 2 DefEd (Glasses)

  • Research

  • Concept and Documentation

  • Scripting (AI Encounters, Mission flow, FX)

  • Environment

  • World Building

  • Lighting

  • Gameplay Flow

  • Environmental Storytelling

Quest Design Document

Level Design Document

The DOS2 addon



"The kid's Rat" is a non-linear side quest for the RPG Divinity Original Sin 2 Definitive Edition. It is about a kid who needs the players help to retrieve his lost rat companion. The level reiterates on a gameplay mechanic with the interaction with poison surface and water surface. This side quest tells the story of an abandoned cavern and animal abuse.

Quest Design

Design Goals

  • Create a short gameplay experience addressed to new players (level 1 to 4) of DOS2.

  • Reiterate with the gameplay mechanic of the interaction between poison surface and water surface, also barrel.

  • Make a quest about animal abuse, and challenge player with the petpal ability unlocking unique dialogue choices.

  • Make a side quest respecting the base game's quest design.

  • Incorporate 4 Non-Playable Characters (NPC) in the quest.

Questflow & Pacing


I designed a questflow to structure the quest's events.


I used pacing curve to have an overview of the quest's intensity over time.

Level Design

Design Goals

  • Reiterate on the surface behaviour between poison and water using barrels.

  • Create a short and linear cavern for the side quest keeping in mind the base game's level design.


Map of the beach section

Map of the cavern section

Teaching the poisoned surface vs water surface

I used environmental storytelling to safely teach to the player that poison surfaces is harmful to them, but can be cleaned up using water from barrels.

The note

I placed a note showing some link between this quest characters and other pre-existing characters to implement the characters more in-depth into the world.

The refuge

The refuge is a space where the player will be able to rest and talk to quest NPC.

The final encounter

The final encounter gives the player an advantage with all the enemies showing their back to the player's sight, to encourage him to sneak on them and provide a critical strike.


Stealing the rat

Stealing the rat

The player during a dialogue can attempt to catch the rat, Nugget.

So I created an item named "Nugget" that can be stored in the inventory.

Nugget, the rat as an item

In a dialogue node, I detect when the player successfully stole Nugget.

Dialogue node with a flag

In the script editor, I check the dialogue event to transfer the Nugget item to the player's inventory and also start combat.

Script (Osiris) in the Story Editor

Dropping the rat
After the player successfully caught the rat, he can still drop him out of his inventory. So when that happens, I delete the Nugget item and spawn a fake rat running away.

Script (Osiris) in the Story Editor

Video walkthrough, a player stole Nugget and dropped him.


What went right?

  • I have developed a non-linear quest with a design flow similar to the base game.

  • Quest stages flow correctly.

  • Pre-production of design documents and flowcharts to keep a global vision for the project.

What went wrong?

  • When painting the poisoned surface onto the ground, the surface wouldn't stay when played inside the game with the client, for an unknown reason. This lead to creating a non-elegant workaround.

What have I learned?

  • Learned how to create and implement a side quest with stages using the Divinity Engine 2 (Glasses).

  • The challenge of designing a side quest in an open world game, by giving players believable choices and maintaining an interesting pacing curve during the quest.

  • Improved prioritisation, with focusing more on iteration than aesthetics at the beginning of the project.