STITCH’S QUEST
In this quest, I aim to create a playful scavenger experience that balances guidance and discovery. Using architectural principles of flow, scale, and landmarks, the environment naturally leads the player through each area to find the missing tools to fix Stitch’s cart so he can set up his stall.
Each step builds anticipation, reinforces Disney Dreamlight Valley’s cozy atmosphere, and rewards curiosity with moments of humor and storytelling through space.
This quest concept is a personal exercise inspired by Disney Dreamlight Valley and is not part of the official game
MOODBOARD, RESEARCH AND LAYOUT INTENTIONS
I assembled a mood board to explore potential architectural styles, spatial layouts, and visual elements that could define the market’s look and feel.
While thinking about the layout of the market, I was inspired by open spaces and courtyard arrangements to encourage exploration and curiosity in the player.
The location of the first tool is right near the connecting pathway to the second courtyard, guiding the player to move across. Sightlines, central focal points, and open thresholds subtly pull the player toward the final tool location while still encouraging exploration of the marketplace.
The second objective, where a puzzle must be completed to remove the crates (tool 2), naturally leads the player toward the clock tower (tool 3). This placement encourages vertical exploration and invites the player to climb, creating a smooth transition from ground-level tasks to the elevated vantage point where the next step of the quest unfolds.
THINKING IN ELEVATION
I started by iterating on the space, experimenting with different configurations to arrange and refine the layout.
Vertical thinking guided the design: the clock tower acts as a constant point of reference across the market, while unobstructed views of the fountain from the tower allow players to intuitively know where to go next.
In the final stage, a dedicated glider item is introduced. Players launch from the tower and glide directly into the marketplace, landing beside the fountain where Donald is pacing back and forth in frustration.
His motion acts as a visual lure, drawing players closer. The interaction with Donald delivers a humorous beat as he complains before finally surrendering the last tool, creating a playful and memorable conclusion to the quest.
final THOUGHTS
This project reinforced how verticality and landmarks can serve as functional design tools while also supporting narrative in a rewarding way. Sightlines, pacing, and character animation can work together to guide the player intuitively, flowing naturally through the design. The outcome is a smooth player journey that delivers both clarity and a satisfying narrative payoff.
Flowchart – Quest Flow
Each tool is located further away from the hub, encouraging exploration and building anticipation.