TL;DR
Exandria: Salt and Sigils is a narrative rich, turn based 2D adventure RPG set in the world of Critical Role. The game combines shop management and party based expeditions across Nicodranas, blending investigative storytelling, tactical exploration, and systems inspired by Strange Horticulture and Divinity: Original Sin II.
1. Project Goal
This project was created to demonstrate my multidisciplinary capabilities in game development, especially in game design and narrative design, by conceptualizing a complete game experience rooted in the world of Critical Role. It emphasizes both clarity of the core gameplay loop and strong narrative coherence, and is intended to function as a standout portfolio piece for future opportunities.

2. What this case study contains
This case study covers:
• Core mechanics and systems
• Narrative structure and arcs
• Interface and UX approach
• Art direction and inspirations
• Development pipeline, including production and cost estimates
• Tools and resources
• Final thoughts and personal impact
Note: where the website toolset does not allow table creation, I reference a Notion layout used during development.
2b. Target audience
This game is intended for:
Fans of Critical Role and the Exandria setting
Players who seek narrative driven experiences
Players who are attracted to cozy and illustrative 2D art styles
Players who enjoy turn based combat and tactical decision making

3. Core Mechanics and Systems
This section summarizes the main systems that define the player experience. The design aims to balance narrative exploration, mechanical depth, and replayability.
Dual gameplay structure
The experience is divided into two primary modes.
Shop mode
A 2D static environment combined with UI interaction where the player:
• Manages magical items and inventory
• Interacts with NPCs as customers, quest givers, and contacts
• Examines artifacts and ingredients
• Prepares resources for expeditions

Expedition mode
A 2D isometric tactical exploration layer focused on:
• Turn based investigation and exploration
• Environmental puzzle solving
• Tactical combat encounters

Core systems
Inventory and item identification
• Players study mysterious items using in game books, runic references, and informed intuition
• Labeling and sorting items influences NPC satisfaction and provides gameplay bonuses
• Item and workspace management take inspiration from Strange Horticulture and Papers, Please, adapted to arcane curiosities and magical reagents

Resource and shop management
• Management of potions, scrolls, tomes, raw ingredients, and magical artifacts
• NPCs can offer quests, purchases, and trades
• New ingredients, artifacts, or recipes automatically update a compendium book
• The compendium is an interactable in world object placed on the shop desk or shelves, which the player can pick up and read instead of navigating a conventional menu

Character progression and leveling, inspired by DnD 5E
• The player character and party begin at level 3, reflecting a background as established adventurers before opening the shop
• Leveling simplifies DnD 5E mechanics while retaining key concepts:
• Ability score improvements
• Class and subclass choices
• Background selection
• Experience is earned through investigations, successful expeditions, and completion of key narrative beats
• Level up notifications are diegetic: a hand mirror on the shop workstation vibrates and glows when a new level is available

Party composition and role customization
• The party includes well known Critical Role characters such as Fjord, Caleb, Jester, Beau, and Vexahlia
• Canon faithful races, classes, and backgrounds are preserved
• Players can customize gear, spells, and utility items such as potions and magical trinkets
• Combat roles, resistances, skills, and interpersonal relationships influence tactical expeditions

Dialogue system with alignment based outcomes
• Dialogue options reflect the player character’s race, class, and background
• An affinity system tracks relationships with NPCs
• Choices influence trade prices, mission outcomes, and access to exclusive quests
• There is no romance system. Affinity focuses on social, moral, and tactical relationships

Happy Fun Ball procedural dungeon mode
This mode unlocks at level 9 after Yussa contacts the player.
• High risk, high reward optional game mode, focused on combat
• Dungeon crawler structure with procedurally generated rooms, using the same isometric camera style as world exploration
• The party can take only two short rests and no long rests
• Rare magical loot and hidden lore entries are granted based on exploration depth
• After each run, the player submits a post expedition report to Yussa, choosing whether to be fully honest or omit information
• Yussa’s research progression unlocks rewards and upgrades in shop mode

Skill checks and environmental interactions
• Skill checks in Arcana, Investigation, Nature, Deception, and other abilities influence both puzzles and dialogue outcomes
• Dice mechanics are inspired by Baldur’s Gate 3, allowing players to choose between:
• Automatic rolls that display only success or failure
• A visible dice tray in the interface where players can interact and roll
• Environmental hazards and traps can be disarmed, avoided, or exploited using class specific abilities

Time and day cycle
• The game progresses through in game days
• Time affects shop traffic, NPC schedules, and enemy spawns
• Investigations and missions consume time slots
• Players choose at which time of day to embark on an expedition, which influences exploration atmosphere and combat conditions

Moral choices and lore consequences
• Player decisions regarding the mysterious artifact directly affect Nicodranas and party dynamics
• The final resolution, to destroy or seal the artifact, has lasting consequences for both lore and gameplay
4. Narrative Structure and Arcs
The narrative is divided into four major arcs. Each arc advances the central mystery around the artifact and escalates tensions in Nicodranas. The player, a former adventurer who now runs a shop of magical curiosities, is drawn back into a world scale conspiracy. Each act introduces new characters, threats, and moral dilemmas.

Prologue
The player receives a strange artifact from Fjord: a partially cracked stone sphere that feels warm to the touch. Fjord acquired it in Darktow, where his crew was briefly allowed to trade. A crew member obtained the object from an unusual merchant. After taking the artifact into the shop, the player begins to experience vivid nightmares and eventually sends the object to a well known local archmage for study. This action triggers the central mystery.
The full prologue and first chapter are available as a Twine sample that showcases the tone and writing style. The breakdown that follows assumes progression beyond that text based segment.
Act 1
Focus: mystery and investigation.
Key events
• Fjord delivers the artifact to the player
• Surges of wild magic begin affecting Nicodranas
• Yussa recruits Beauregard and Caleb to support the investigation
• NPCs report sightings of cloaked figures moving through the city
• The Cobalt Soul initiates parallel inquiries
• Early hints of conflict emerge between the Clovis Concord and the Plank King

Act 2
Focus: escalation and faction tension.
Key events
• The Plank King, previous owner of the artifact, discovers its absence and begins a violent search
• Innocent merchants are attacked and killed, causing widespread fear
• Heroes from different campaigns arrive in Nicodranas to assist
• Cultic links appear in ancient tomes and recovered lore
• Beau uses her network to identify a hidden sect devoted to an unknown entity
• The Clovis Concord responds to the Plank King’s aggression, raising political stakes

Act 3
Focus: open conflict and revelation.
Key events
• Wild magic surges grow increasingly dangerous
• Monster attacks begin in and around Nicodranas
• Citizens stay indoors, damaging the local economy
• The artifact is identified as the crystallized eye of K Varn, an ancient foe defeated by Vox Machina and tied to the Far Realm
• Yussa falls under temporary corruption, resulting in a boss encounter
• A captured cultist reveals partial truths and suggests the presence of an even greater threat

Act 4
Focus: resolution and moral consequence.
Key events
• Alonne Frith is revealed as a Hollow One cultist devoted to Ceratos, one of the Elder Evils
• The final boss encounter takes place in a flooded ruin sacred to Ceratos
• The player must choose how to resolve the fate of the artifact

Scenario 1: destroy the eye
The eye is destroyed, releasing unstable magical energy that perpetuates wild magic surges.
Mechanic impact
• Post campaign play features more frequent and more dangerous random encounters
• Combat focused gameplay is emphasized
Lore impact
• The region becomes more dangerous, prompting military and mercenary deployment to protect civilians
• Nicodranas eventually returns to a form of stability, but with a darker, quieter atmosphere compared to its original vibrant state

Scenario 2: seal the eye
The eye is sealed in a pocket dimension and entrusted to a guardian chosen by the player. One in game week later, consequences are reported through a sending stone while the guardian travels in another city.
Mechanic impact
• Wild magic surges cease, and the region becomes safer
• A more cozy, management oriented experience is favored in ongoing play
• However, the guardian’s fate varies according to their level
Lore impact
• If the guardian is between levels 1 and 8, they are killed and the artifact is stolen with no evidence
• If the guardian is between levels 9 and 12, they are severely injured and the artifact is stolen, leaving unreliable clues
• If the guardian is level 13 or 14, they are mildly injured and the artifact is destroyed in the encounter. The consequences are similar to scenario 1 but occur off screen, remaining story background rather than an active mechanic. Clear evidence confirms cult involvement, although the attacker escapes
Regardless of the player’s choice, a fragile truce forms between the Clovis Concord and the Plank King.

5. Worldbuilding and Lore Integration
This section explains how the project aligns with official Exandria lore while introducing original content that respects canon.

Canon consistency
• The game is built to be fully consistent with Exandria’s established events, factions, geography, and magic systems
• The story takes place after the conclusion of Campaign three, allowing exploration of the new situation involving the gods of Exandria through dialogue and world events
• Although Travis suggests the game could occur between campaigns, this concept explores the possibilities of the new age without active gods. Alignment with any future canon would depend on production timing and Campaign four progression
• Selected members of Bells Hells can appear in the roster of available heroes, often in disguise to avoid detection based on the events of Campaign three.

Nicodranas as central hub
• The primary setting is Nicodranas, a coastal city rich in culture, trade, and intrigue
• Political tension, merchant rivalries, and arcane anomalies shape the city’s daily life
Players can explore:
• Docks and trade routes
• The Opal Archways
• Markets, taverns, alleyways, and noble districts
• Criminal underbellies influenced by cult activity
• Nearby ruins and roads

Factions
• Clovis Concord: maritime political authority governing Nicodranas and the Menagerie Coast
• Plank King and Darktow: pirate rulership drawn into conflict by the theft of the artifact
• Arcana Pansophical: elite arcane scholars monitoring magical anomalies and potential allies
• Cobalt Soul: investigative monastic order, assisting through Beauregard

Cult and Elder Evil
• The artifact is revealed as the preserved eye of K Varn, echoing Far Realm corruption
• A cult led by Alonne Frith seeks to use the eye as a conduit to awaken Ceratos, an Elder Evil
• The cult maintains influence through scholarly institutions, dockside politics, and black market networks

Canon friendly extensions
• The premise assumes that K Varn’s eye was preserved rather than destroyed with its body
• New locations, NPCs, and written lore are introduced in ways that align with Critical Role’s tone and structure.

6. UX and UI
Shop scene interface
• Presented as a cozy, illustrated 2D first person view of the shop interior
• Key interactive elements include:
• Customer log
• Weather and time display
• Tome of magical discoveries acting as the player’s compendium
• Space to store loot and analyze mysterious items
• Hand mirror for viewing and confirming level up choices
• Regional map attached to the wall used to select expedition destinations
• Character portraits and dialogue boxes are displayed in the lower left corner

Expedition HUD
• Tactical isometric view inspired by games such as Divinity: Original Sin II and Baldur’s Gate 3, interpreted with 2D art
• HUD elements include:
• Character portraits with health and mana bars
• Initiative and turn order
• Equipped spells and abilities
• Terrain navigation tools and interaction highlights
• Enemy tooltips and status indicators
• Experience gain trackers
• Optional on screen dice tray for manual rolls

Visual style
• Art direction draws inspiration from the official Critical Role animated series
• User interfaces mix fantasy parchment and arcane motifs with contemporary UX principles, emphasizing clean layout, subtle animation, and minimal visual clutter.

7. Development Scope and Pipeline
Development timeline
The project is scoped as a two year AA production for multiple platforms.
Key milestones
• Months 0 to 3: pre production, including GDD, visual mockups, and core systems outline
• Months 4 to 6: vertical slice, covering the complete shop plus expedition loop
• Months 7 to 13: full production of features and core content, with the potential to start more focused marketing efforts
• Months 14 to 18: polishing passes, QA, and platform optimization for Nintendo Switch, PlayStation 5, and Xbox Series
• Months 19 to 24: final polish, QA, certification, and launch
Throughout these phases, I would recommend agile inspired rituals and a production plan based on tools such as Jira with Structure, spreadsheets, and Gantt charts. Daily communication with the team would focus on risk mitigation, support, and a communication plan aligned with client needs and producer responsibilities.

Post launch KPIs
• Emotional engagement monitored through qualitative feedback such as Steam reviews and community forums
• Press and streamer reception measured by coverage volume and sentiment
• Metacritic target of 82 or higher

Estimated team composition
The following assumes a Los Angeles based AA studio. AdHoc itself operates with remote roles, but for this exercise I use LA salary references.
Core team, 31 developers
• 1 Creative Director
• 2 Producers
• 3 Game Designers
• 2 Narrative Designers
• 2 Game Writers
• 4 Unity or Unreal developers
• 2 Technical Artists
• 2 UI and UX Designers
• 5 2D Artists for illustration and concept art
• 3 Animators experienced with Spine or similar tools
• 2 Audio Designers
• 1 QA Lead
• 4 QA Testers
The number of narrative designers and writers is relatively modest, assuming that members of the Critical Role team would contribute heavily to storytelling and performance.
Average annual salary estimates, LA in 2025
• Creative Director: 160,000 to 180,000 USD
• Producer: 110,000 to 130,000 USD
• Game Designer: 90,000 to 110,000 USD
• Narrative Designer or Writer: 85,000 to 100,000 USD
• Unity or Unreal Developer: 100,000 to 120,000 USD
• Technical Artist: 95,000 to 110,000 USD
• UI or UX Designer: 90,000 to 105,000 USD
• 2D Artist: 80,000 to 95,000 USD
• Animator: 85,000 to 100,000 USD
• Audio Designer: 85,000 to 100,000 USD
• QA Lead: 80,000 to 90,000 USD
• QA Tester: 60,000 to 70,000 USD
Additional remote position
Brazil based Producer, Designer, and Narrative hybrid role
• Estimated annual cost: 19,200 USD, at 1,600 USD per month
• Role: support across production, design, and narrative
• Legal and administrative overhead for international contracting estimated at 15 percent, approximately 2,880 USD per year
Total estimated cost for this remote role is approximately 22,080 USD per year.
Salary and benefits total
For the core team and the remote role, salary and benefits are estimated at approximately 4.6 to 5.3 million USD per year, totaling around 10.2 million USD for two years.

Software and tooling costs
Approximate per seat yearly costs
• Unity Pro or Unreal licensing: 2,040 to 2,500 USD
• Adobe Creative Suite: 840 USD
• Maya: 1,545 USD, or Blender at no license cost
• Substance Painter: 990 USD
• Syncsketch: 228 USD
• Perforce for 20 users: 1,680 USD
• Jira: 1,120 USD per ten users, approximately 3,360 USD per year for a studio of this size
• Slack Pro: 960 USD per year for 30 users
• Google Workspace: 2,160 USD per year for 30 users
Total software and infrastructure budget is estimated at around 260,000 USD across the project.

Voice acting considerations
Because this would be a Critical Role game, voice acting requires specific attention.
Key questions include:
• Whether the main cast would be paid under standard rates or under a distinct internal arrangement
• Whether AdHoc would record in house or rely on external studios
• The presence of additional voice actors, whose rates depend on seniority and total line counts
Due to these variables, this case study does not assign a fixed USD value to voice acting, but it explicitly acknowledges it as a required budget line.

Porting and multi platform support
Platform QA and optimization are planned for the final six months.
Target platforms for release:
• Steam on PC
• Nintendo Switch
• PlayStation 5
• Xbox Series X and S
Potential later ports:
• macOS
• Steam Deck, subject to performance validation
Estimated platform submission and compliance costs
• Steam Direct: 100 USD per application, refundable after 1,000 USD in sales
• PlayStation: certification and development kit licensing estimated between 2,500 and 5,000 USD
• Xbox: similar values to PlayStation, including TRC checks and licensing
• Nintendo Switch: 3,000 to 5,000 USD for certification and testing support
Total estimated publishing related costs: 15,000 to 20,000 USD.

Overhead and operational buffer
An overhead of approximately 10 percent of total development and salary cost covers:
• Travel and lodging for conferences or key meetings
• Paid sick leave, paid time off, and parental leave coverage
• Insurance and contractor taxes
• Administrative tasks, banking, and legal support
This buffer is estimated at roughly 1.02 million USD.
Final budget
The all inclusive estimated budget, including salaries, tools, overhead, and publishing related costs, is approximately 11.5 million USD.
8. Final Thoughts and Impact
Exandria: Salt and Sigils is both a tribute to the Critical Role universe and a demonstration of how thoughtful design, respect for source material, and structured production planning can support a rich, immersive, and mechanically robust game.

This case study illustrates:
• Narrative design skills, through a multi act structure, character callbacks, and original plotlines that remain grounded in canon lore
• Systems design thinking, through the integration of shop management, tactical expeditions, character customization, and optional dungeon modes that support different play styles
• Production planning experience, including team structure, budgeting, tool selection, schedule estimation, and cross platform strategy
• A commitment to feasibility without losing creative ambition
Ultimately, this project is a pitch both for the game and for my work as a designer and producer. It is intentionally bold. Creating and sharing it is my way of ensuring that I pursued this opportunity instead of wondering what might have happened if I had remained silent.
If you reached this point, THANK YOU!
If suitable, please feel free to contact me, I'll be eager to hear back.
uxlidia@gmail.com
+55(11) 93218-9891
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