The Lord of the Rings Online
“The Lord of the Rings Online™ (LOTRO) is the first massively multiplayer online role-playing game (MMORPG) set in the world of J.R.R. Tolkien's The Lord of the Rings.”
Initial Release: April 2007
Studio: Standing Stone Games
Platforms: PC
Genre: MMORPG
Role(s) and Responsibilities:
Game Design
Area owner for multiple zones in The Lord of the Rings Online, responsible for end-to-end quest design from concept and narrative writing to implementation using proprietary tools.
Built and balanced a full 3-player instance, designing combat spaces, enemy behavior, and boss mechanics.
Contributed to raid development through playtesting, feedback, and collaborative iteration, while also owning the design and implementation of boss encounters.
Developed repeatable challenge missions and group content areas as well as provided encounter feedback across the team.
Worked cross-functionally with the World team to shape and polish game spaces, including hands-on level editing.
Coordinated closely with Art, Engineering, and Audio teams to deliver integrated content experiences.
Collaborated in VO sessions, offering narrative guidance and performance notes to actors.
More Details:
Quest and Narrative Design






Urash Dâr
Additional Quests
Additionally I built quests that were not part of areas I owned from start to finish, but done as part of smaller content updates to help add more quests to areas that needed it. These areas included Lond Cirion where I added various quests to the city for players to do as the Epic Story takes them through it and within Ambarûl I built various quests that were themed around the War of Hamât with story arcs to accompany the main storyline and show what was happening in the zone throughout the conflict of the content pack.
Urash Dâr is a questing zone in the Ikorbân region built for level 150 content. I was the area owner for this zone and built all of the quests players can complete outside of the Epic Story quests. This included designing and building the quests in the landscape as well as writing the story elements that go with them. As part of the quest chains I also built story instances for players to allow for more set piece quest and story moments which involved more complex implementation to have more story elements outside of a regular quest.
Other work I did in this zone involved building points of interest in the landscape to accompany quest beats, adding to monster camps and doing custom placement to ensure that quests flowed well, and building out repeatable quests in the area that gave players things to do even after completing the story in the form of bounty quests.
Group Content
In addition to standard quests, I built multiple areas intended for group content. One in Dil-irmíz in the under-city of Umbar and another in the northern section of Urash Dâr.
For these areas I built various repeatable quests for daily and weekly resets for players to farm reputations or rare materials in the form of bounty or collection quests. I also built out rare spawn monsters that roamed the area as mini-bosses that gave players valuable rewards. Part of the work on these areas, especially in Urash Dâr, was to integrate it into the story of the zone and so they both were built with narrative reasons behind the monsters in these areas being much stronger than the surrounding zones and also acted as friction to prevent players from easily getting into areas that we wanted to block them off from.
Instance Design and Balance
Ashunûg, the Fane of the Accursed
I was the design owner for small fellowship instance (1-3 players) Ashunûg, the Fane of the Accursed. The small fellowship instances provide their own design challenges compared to full dungeons because there is not guarantee on any specific roles being preset which means the fights must be balanced and engaging but cannot have specific tank-busters or healing/dps checks. That was my intent going into each boss battle was to build the mechanics in a way that they can be handled by any type of player as long as they play their class well.
The instance is built and themed as a tunnel through an abandoned salt mine that was taken over by cultists. In the instance players would encounter various trash packs consisting of various cultists and some environmental traps meant to teach the players of mechanics they would face when fighting the bosses. The space has three boss fights:
Eshêgur the Reaper
This first boss is designed to be an aggressive melee unit that requires players to avoid various frontal and AoE attacks. The boss will also target a player with his fixate ability which will require them to kite the boss away or risk being hit with massive damage. It was designed with the intent of being a more basic tank-and-spank boss but with positioning requirements by all players.




The Anâkhi Ensemble
The second boss is a council fight with three separate bosses, one melee, one ranged, and one support. The fight is designed so that the players must chip away at the bosses health bars while there pools of area denial coming out through the fight as well as some adds being spawned. Each boss has a major ability that can be interrupted, and if it isn’t, then it will likely kill the targeted player. The intent of the design was having the players deal with multiple enemies but requiring that they focus on specific things and ensure that they rotate their interrupts and defensive abilities well while not becoming overwhelmed or running out of space in the arena. The boss has an alternate version of the encounter if players enter the instance Solo in which they will simply fight one boss at a time with different dialogue being played to tie it into the story better. This allows for players to still experience the fight but not suffer from a limited number of tools against three enemies at once.
Nâkhugir
The final boss of the instance is the most mechanically involved fight. The players will fight a giant scorpion in its small arena which has multiple damage over time abilities and can cause some area denial to spawn. Each time the boss is “killed” it will rush to the center and burrow under ground. Once this happens, it will spawn a set number of smaller scorpions who simply walk towards the center to burrow and players must kill them before they can reach their goal. Each scorpion that reaches the center will heal the boss 10% of its max HP when it comes back up from its burrowing state. Players must repeat this process until there are no more scorpions left to reach the boss when it burrows. Additionally, the room is filled with scorpions on the ground which cause constant room-wide damage unless players pick up one of the torches located around the room which gives them a temporary buff to stop the AoE as well as remove a “shadow” effect that is on the smaller scorpions on higher tiers which prevents them from taking damage. The intent of the fight is for it to be an attrition fight of slowly whittling down the boss as the adds that spawn until you can finally kill it, all while moving around the room from torch to torch and handling the buff timers on them to ensure you don’t run out and die from the room AoE.
More information about the instance can be found here: Ashunûg, the Fane of the Accursed
Missions
Missions are small instances available to players level 20 and above and are designed for one or two players.
My work on these included building many different scenarios with different types of objectives involved such as kill monsters, collect items, defend a location, and fighting boss monsters. These repeatable scenarios were built on both the landscape itself to utilize the world the players are already familiar with in the zones but in a new way as well as in unique areas that players get brought to for the encounter such as a unique interior of a building or a special enemy camp.
In addition to designing the objectives, writing the narratives, and building my missions into the game, I also ensured they were set up to utilize LotROs delvings system to allow for players who want more challenging content to add “malices” to their mission spaces and increase the difficulties as well as the rewards.