Greedfall : The dying world
Spiders
Spiders
Studio : Spiders
Genre : Party-based RPG Action & Tactical
Engine : Silk Engine
Link : Steam
Context : Pre-Production, Production, Post-Production
Level Design
Encounter Design and Pacing
Quest Design and Scripting
Dialogue Design
GreedFall: The Dying World is a story-driven party-based RPG set in a fantasy world inspired by 17th-century Europe, where you create your character and shape the story through choices, alliances, and meaningful consequences. The game blends combat with diplomacy, cunning, and exploration, letting you overcome challenges in many ways, as each decision can alter the fate of the world, and you are the master of your own destiny.
I developed this game on and off, dividing my time equally between it and a now-canceled Action RPG.
Level Design for “High Prairie” and “Peren: Old Town”as well as several unreleased levels.
Quest Design for Sybille’s narrative arc and the second quests for Ludwig and Fausta, alongside additional unreleased quests.
Support and iteration on main and side quests.
Distribution of enemy encounters, collectibles, and other events across various levels.
Polishing, debugging, and post-launch corrections.
Sybille is a noble "Legate" from the conspiratorial de Vespe family, specialized in stealth, dual blades, and alchemical poisons. Initially guarded and manipulative due to her upbringing, her narrative arc follows her transformation from a cold operative into a fiercely loyal ally as she breaks free from her family's legacy of violence.
You investigate the contract on Sybille’s life by tracking down a former swordswoman, uncovering a secret meeting of assassins, witnessing her parents’ murder, and ultimately revealing that her own cousin, Octave de Vespe, ordered the hit, driving Sybille toward revenge.
To trigger this questline, the player must encounter at least two assassin ambushes set in large cities such as Peren and Olima.
You investigate the contract on Sybille’s life by tracking down a former swordswoman, uncovering a secret meeting of assassins, witnessing her parents’ murder, and ultimately revealing that her own cousin, Octave de Vespe, ordered the hit, driving Sybille toward revenge.
You help Sybille seek the prince’s protection against Octave, but after retrieving a memento for her parents’ grave, you are ambushed, poisoned, and left to die in ancient ruins. After escaping, you confront Octave, leading to his exile by his father, allowing Sybille to finally honor her parents in peace.
Ludwig is a cynical former soldier and smuggler who uses dark humor to hide his deep guilt over his brother's death. Masking his dangerous agility beneath a clumsy posture, he deeply hates rich nobles. His narrative arc follows his return home to protect his family from a vengeful General, clear his name, and finally put his dark past behind him.
You help Ludwig answer a plea from his sister-in-law, only to uncover a trap set by his former General. After exposing the deception and defending the farm from his attack, you reunite Ludwig’s family safely in Uxantis.
Fausta is an independent chameleon who leverages her androgynous look to blend into any crowd, hiding her past as a secretive spy exiled from Thélème. Her narrative arc follows her journey from a lonely fugitive into a redeemed hero as she risks her life to fix her past mistakes, clear her family's name, and lift her banishment to earn her true freedom.
You help Fausta seek redemption by finding her former Abbot, uncovering a conspiracy led by a local Count who orchestrated thefts and framed the refugees, and ultimately securing the abbot’s release, allowing him to resume his mission and granting Fausta the forgiveness she sought.
You investigate the disappearance of guards, uncovering a secret division used by Kurnaz to transform them into controllable Guardians. Tracing the operation to a camp set up in ancient ruins, you expose the truth, defeat a transformed guard, and convince the Coin Guard to ally with the Natives against him.
This is an urban level set in the Italian-inspired city of Peren. It is a highly impoverished district where many citizens suffer from malichor. The main quest tasks the team with reaching a hospice.
To illustrate its history as a former place of power, the district blends dense urban architecture with the ancient ruins of the Astrian civilization. Overall, it is a highly atmospheric environment that supports both the main narrative and side quests, such as Sybille’s "Swordsmen’s Contract."
Featuring :
A hospice set up in ancient Astrian ruins.
A huge Astrian-era bridge above the slum.
A market located inside the Astrian ruins.
A cemetery with access to the catacombs of Peren.
A collector's manor at the edge of the district for Fausta’s first quest.
Set on the rural outskirts of Peren near the border of the German-inspired region of Deutan, this level hosts two main quests. Early in the game, players escort a Deutan leader to investigate a guardian, and they return later to a ruined colosseum for the "New Guardian Threat" quest.
The layout is structured to encourage exploration while naturally guiding players toward key objectives and challenging encounters. Notably, a ruined camp dynamically evolves into a larger hub as the story progresses.
The level supports Ludwig’s "Old Demons" and Fausta’s "Seek Absolution" side quests.
Featuring :
Rural and natural areas designed for standard enemy encounters.
A small farming village by a river, featuring the Ludwig family farm for the "Old Demons" quest.
A camp for Deutan war refugees and an overlooking noble estate, both utilized in Fausta’s "Seek Absolution" quest.
A massive, partially hidden Astrian colosseum that evolves throughout the story:
Mid-game: The ruins become partially occupied by the antagonist's faction.
Late-game: The antagonist's army fully takes over, using the arena to train their Guardian.