Game Designer
Designing player-driven quests and meaningful narrative experiences.
Hi, I'm Ryan Ly. I'm a Game Designer focused on quest design, narrative systems, and player agency. I create experiences where choices feel meaningful and lead to memorable, personal outcomes.
My projects show my game design experience through written D&D 5e modules, battle maps, and design documents. These projects put an emphasis on branching resolutions, environmental interactions, and respecting player agency. These tabletop examples directly translate to video game RPG quest design by emphasizing consequences and immersive storytelling.
I've further applied these skills in video game development through quest and level design on a Baldur's Gate 3 custom campaign mod, including GDD creation, branching narratives, and reactive encounters.
I enjoy collaborating closely with writers, artists, and other developers to craft cohesive stories and gameplay that feels impactful.
A one-shot D&D 5e adventure. Players must rally an unprepared village and make meaningful preparation choices that directly impact the difficulty and outcome of a climactic boss fight inside the village mill. Designed to showcase player agency, consequence, and narrative-driven quest structure.
A more goofy D&D 5e one-shot adventure for low-levels. Players investigate a mystery involving stolen contest pies in the quiet village of Honeybrook. They navigate quirky townsfolk, a skill challenge with noisy squirrels, and confront a gang of pie-obsessed raccoon bandits in a dilapidated abandoned house. The flexible adventure supports multiple paths, stealth heist, social negotiation, creative challenges, or messy combat. Designed to emphasize player agency, creative problem-solving, environmental interaction, and comedic storytelling through meaningful choices and consequence.
Contributed to quest and level design on Path To Menzoberranzan, a custom campaign mod for Baldur’s Gate 3. Designed narrative-driven quests, branching player choices, and multi-stage encounters that leveraged BG3’s reactivity and companion systems. Focused on creating meaningful decision points and maintaining strong pacing across a full campaign arc.