CASE STUDY · HEROIC SPIRIT GAMES

From Misfortune Comes

A year and a half across design, narrative and production.

An open-world life-simulation RPG where I worked across game design, NPC systems, worldbuilding, UI, audio and QA, mostly through Unreal Engine's visual scripting workflows.

View the game on Steam

Steam listing: De la desgracia nace

ROLE

Game design, narrative & in-engine implementation

STUDIO

Heroic Spirit Games

DURATION

Approx. 1.5 years

ENGINE

Unreal Engine

ABOUT THE GAME

Everyday life meets the supernatural.

From Misfortune Comes is an open-world life-simulation RPG developed by Heroic Spirit Games. It combines everyday life, social relationships, character progression and supernatural exploration in a connected world.

I worked on the project for approximately one and a half years, contributing to missions and minigames, NPC behavior and dialogue, concept development, UI, audio and promotional content.

Open world

Life simulation

RPG

Supernatural exploration

MY CONTRIBUTIONS

Six disciplines, one project.

Small team, wide scope. These are the areas where I designed, implemented, configured and tested.

01

Game Design & Gameplay

Minigame design and balancing.

Mission implementation.

Project testing and feedback to the development team.

02

Narrative Design & NPC Systems

Casual NPC dialogue and branching narrative dialogue trees.

Conversations between school NPCs.

NPC appearances, characteristics and functions.

Animations, daily routines, spawners and city navigation.

DEEP DIVE BELOW ↓

03

Worldbuilding & Visual Development

Concepts for different city areas.

AI-assisted concept art for the dungeon, city and school environments.

Modification of environmental structures and objects.

AI-assisted item icon generation.

04

UI Design & Animation

UI design and creation for menus, minigames and HUD elements.

Visual assets through manual and AI-assisted workflows.

Importing and integrating clothing and animation assets.

NPC animation implementation.

Animation work using motion capture.

05

Audio Implementation

Sound implementation and overall audio balancing.

AI-generated dialogue audio.

06

QA & Promotional Content

Gameplay recording.

Promotional GIFs for the Steam store page.

Project testing and feedback.

NPCs & WORLD SYSTEMS

A city that runs on its own schedule.

Narrative, behavior and navigation had to work together. This is where writing, configuration and world layout met, so that NPCs could talk, look, move and live across the city.

01

Write & implement

Casual NPC dialogue and branching dialogue trees, plus written conversations between school NPCs.

02

Define who they are

Appearances, characteristics and functions configured for each NPC.

03

Give them a rhythm

NPC animations and daily routines that carry each character through their day.

04

Fill & connect the city

Spawners configured and balanced across the city, linked by interconnected navigation nodes so NPCs can move through the environment.

Dialogue →

Appearance →

Animation →

Routines →

Spawners →

Navigation nodes

BRANCHING DIALOGUE TREE · UNREAL ENGINE

CITY NAVIGATION NODES · NPC SPAWNERS

SELECTED WORK

The project, piece by piece.

Key art from the Steam page, plus samples from across the disciplines above.

OFFICIAL KEY ART

STEAM CAPSULE

ADD IMAGE

UI, menus and HUD

ADD IMAGE

Concept art: dungeon, city, school

ADD IMAGE

Item icons

IN MOTION

The game, in motion.

A generated trailer for the game, plus short captures of the character, the dungeon and the minigames.

GENERATED TRAILER

WALKING

TALKING TO AN NPC

DUNGEON & COMBAT

MINIGAMES

TECHNICAL WORKFLOW

Built through Unreal Engine's visual workflows.

Unreal Engine was my main environment on the project. I worked through its visual scripting and configuration tools, supported by a set of creative and production tools.

SCOPE OF MY TECHNICAL WORK

My work in Unreal Engine centers on visual scripting, node configuration and in-engine implementation. I configured and adapted systems, with limited changes to existing programming nodes, rather than developing complex systems from scratch.

UNREAL ENGINE · MAIN DEVELOPMENT ENVIRONMENT

Node-based workflows

Dialogue trees

Data tables

Variable configuration

Blueprint configuration

Smart Objects

World-placed nodes

Limited edits to existing programming nodes

OTHER TOOLS

Adobe Photoshop

Minigames Design Layouts, UI, icons, image editing, promotional artwork and GIF creation.

ElevenLabs, Leonardo IA & ChatGPT

AI-assisted audio, visual development and creative production.

Character Creator

Character-related workflows, clothing and animation assets.

CLOSING NOTES

Many disciplines. One world.

Working on From Misfortune Comes meant moving between design, writing, implementation, visuals, audio and production on a single project. That range is what I bring to a team: an understanding of how the pieces connect, and the willingness to step in wherever the game needs work.

Heroic Spirit Games · Steam listing: De la desgracia nace