Nighthaven
Amazon Game Studios — Lead World Designer
Led development of New World’s Nighthaven zone, from early layout and encounter planning through implementation, polish, and live release.
Nighthaven
A dark, haunted endgame destination built to support layered traversal, dense points of interest, and seasonal progression loops tied into Season 10.
Overview
Nighthaven extends New World’s late-game with a forested, gothic horror zone designed for dangerous-but-readable routing, repeatable combat pockets, and narrative threads aligned to seasonal progression.
- Defined pillars, experiential goals, and encounter arcs for the zone
- Aligned pacing with endgame progression, loot rhythms, and seasonal integration
- Drove the zone from concept planning through shipped live content
Zone Pillars
Every route, landmark, and encounter cluster was evaluated against a compact set of pillars:
- Danse Macabre: gothic horror, celebration of the dark, societal collapse, corrupt politics
- Dreams & Nightmares: psychic instability, unreality, memory, trauma
- Bounty of the Hinterland: farmlands, forests, wildlife, agrarianism
- Dangerous Folklore: fairy tales, bedtime stories, monsters as cultural inheritance
Process
- Authored the Zone Design Document covering pillars, encounter flows, traversal, and narrative hooks
- Laid out quest spines, side routes, and discovery pockets that support replayable loops
- Integrated seasonal systems and live constraints into the physical layout and route logic
- Drove cross-discipline reviews to keep player experience coherent across combat, narrative, and UX
- Developed reusable content pipelines including POI archetypes and kit-based layout reuse
Contributions
- Led a team of 6 level designers across 90+ Points of Interest with weekly reviews and check-ins
- Co-created MSQ map flow with Quest and Server teams to unify narrative, exploration, and traffic routing
- Concepted and implemented Tarot Cards collectible system based on Ancient Glyphs
- Implemented Soul Trial: Lilith’s Dream in collaboration with multi-discipline partners
- Worked with Server team to produce traffic prediction maps optimizing world population flow
- Conceived Castle Dracula as the largest interior landmark, and the Clocktower landmark that tells server time
- Wrote marketing article to set tone: The Chronicle of Nighthaven
Gallery
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Outcomes
- Shipped Nighthaven as a high-density endgame destination with a distinct gothic horror identity
- Delivered route logic and landmarking that supports readable navigation under low-visibility conditions
- Integrated exploration loops (Tarot Cards) to reward curiosity and repeat visits
- Aligned MSQ pacing and zone routing with seasonal constraints and live cadence
- Recognized with major end-of-year awards from MMORPG.com’s 2025 editor’s choice awards
- Zone vision and pacing
- Traversal and routing
- Encounter flow and density
- Cross-discipline alignment
The Tale of Nighthaven: A Postmortem