Abigail, Arizona is an RPG System designed to be enjoyed by anyone, young or old. The system is simple and flexible and takes the Players on a journey to 1872, the Wild West.
Abigail, Arizona, if you didn't know, doesn't exist. It is the fictional setting of my RPG, Abigail, Arizona. The game is set in 1872, in the Old West. When starting my
System, I decided to target a demographic that is rarely targeted, children and non-RPG Players. Because of this decision, multiple design decisions had to be made. For starters, I wanted to keep the
game as simple as possible. My system is based entirely on a D6 roll. The little bit of Combat involved in the game is based on the Skill System that determines how easy or how difficult something to
do is for that Character. The simple design allows for fast Character creation and even faster gameplay, while still keeping the depth of a typical RPG.
The adventure scenario that I have written is designed to guide any type of Player, new or old to the RPG genre, through the complete RPG experience. The story involves the Players adventuring away
from the town following an ancient Treasure Map. Throughout the adventure they will have to deal with crossing a river, getting lost in the desert and eventually reaching a long forgotten Native
American City filled with traps and dangerous puzzles.
Download:
Download:
A combat focused adventure used to test the Skill System.
Jonathan Gregoire - Game Design
JonathanAGregoire@gmail.com
August 2024
Ready At Dawn was closed.
October 2021
Helped ship Lone Echo 2.
July 2020
Started at Ready At Dawn as a Senior Level Designer on an unnanounced project.
July 2020
Started at Ready at Dawn as a Senior Level Designer on an unnanounced project.
March 2020
Last days at Naughty Dog working on The Last of Us Part II.
September 2019
Shipped the Last of Us Part II press demo level "Patrol".
May 2018
Started working at Naughty Dog as a Contract Single Player Level Layout Designer on The Last of Us Part II.
December 2017
I started doing contract work for a start-up company called MyPad3D that focuses on VR experiences for corporate products.
More interestingly, I have begun to prototype my own card game on the side and have been volunteering with Sunbreak Games on an unannounced product.
July 2017
With a heavy heart, E-Line Media has shut down the Seattle studio, laying off everyone including myself. I am currently looking for new opportunities.
November 2016
Began working at E-Line Media again as a Level Designer on an unannounced and untitled game.
October 2016
Updating my website to reflect the work I did on the Forest Song with Colabee Studios. Unfortunately due to funding issues, I am no longer with them, so I am currently looking for new opportunities.
December 2015
Lots of new stuff since I last updated. Added in a short comic I made called Old Debts. Also have put up information about my role(s) on Never Alone and Never Alone: FoxTales.
January 2015
Promoted to Lead Designer on Never Alone: FoxTales at E-Line Media.
Summer 2014
Graduated Digipen as a BAGD and with a Cum Laude. Started working at E-Line Media as a Level Designer.
March 2014
Uploaded a new Beta build of Chained. Also just put up the old builds of the game for anyone interested in our very quick process and progress.
January 2014
I recently wrote a paper that was published for the IGDA about the benefit of Paper Prototyping. You can read it at this following link: http://newsletter.igda.org/2013/11/30/student-beat-faceoff-the-influences-of-board-games-on-video-games/#!