SEA OF LEGENDS

 
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SEA OF LEGENDS OVERVIEW

GUILDHALL STUDIOS • CREATIVE DIRECTION, BRANCHING NARRATIVE

Sea of Legends is a narrative-driven sandbox game that raised over a half-million dollars on Kickstarter. Set in an alternate history, the Caribbean teems with strange creatures and myths come to life. At the table, players build and manage a tableau of cards, including crew, relics, lovers, and nemeses. Through the course of the game, these pirate captains will navigate around a map full of minis, as alliances shift between the factions and players.

In the Sea of Legends app, players explore the world in a series of bespoke and modular narrative arcs. Our app tracks and responds to player choices, introducing new challenges and adventures for each player at the table creating an interconnected web of stories.

Trailer written and directed by Ryan Schapals. Art by Jocelyn Millet and animation by Josh McDowell.

 
 

Project Goals

  • Deliver the Definitive Pirate Fantasy

  • Craft a Unique Art Style

  • Build a Diverse Cast of Characters

  • Develop an Interconnected Narrative System

  • Manage and Cultivate a Diverse Writing Team


MY ROLE ON THE TEAM

As the Creative Director, I collaborated with the studio founders to develop the Sea of Legends IP.  Early on, we decided that the mechanics, art, and narrative would need to intersect closely to immerse players in our world. My job was to ensure our vision remained coherent and complimentary across disciplines.

With clear documentation and flexible practices, I guided our team of freelance writers and artists, while remaining open to their insights. Each component of the game needed to reflect the themes of exploration and adventure, so we built Sea of Legends from the ground up to realize and rejuvenate these beloved tropes.

 
 

The Guildhall Studio Team

 
 

 

ART DIRECTION

 

From the start, we strove to craft a reimagined Caribbean full of magic and adventure. To capture these themes, I researched and explored a number of artists and art styles. Working with a team of artists, we developed a unique style that evoked character and attitude. In terms of source material, we emphasized on the Caribbean’s rich history and cultures. We built a diverse cast of characters and explored Mesoamerican mythology to breathe new life into tired pirate cliches.

 
 
 

NARRATIVE DESIGN & direction

Working closely with the lead designer, I ensured that our narrative structure delivered on our thematic goals. These adventures needed to emphasize the pirate fantasy of true freedom on the open sea, while creating a shared story between players. Alongside the engineering team, I developed, tested, and implemented this branching narrative system, while training freelance writers to adopt this format and utilize our syntax to pull in unique details and dialogue for each character.

 
 
 
 

During the course of the game, each player can manage multiple storylines, dealing with fulfilling their lover's goals, thwarting their nemesis, and completing a main story path shared by all players. This system gives the player agency to captain their ship as they see fit, but ensures that the consequences of their decisions are felt by all. Narrative choices can affect both the map, the player tableaus, and even change what adventure content players experience on their own turns—making each choice impactful and possibly world shaking.

At Guildhall, I strategically managed our external writing team, ensuring that over 200,000 words of content support our shared vision for Sea of Legends. With clear expectations, timelines, and regular check-ins, I built trust with my team while facilitating a steady cadence of deliverables. My team is intentionally built to reflect the wide range of experiences, which means one size doesn’t fit all when managing their talents. Check out these incredible contributors below.

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Writing Samples

To read a selection of writing samples from Sea of Legends, follow the link below.