Game Description

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.


Development Overview

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.



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The Deed 

A combat focused adventure used to test the Skill System.

  Contact Information:

Jonathan Gregoire - Game Design


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:!

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© Jonathan Gregoire - Game Design