Equinox: Homecoming
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Game: Equinox: Homecoming
Job Title: Lead Level Designer Studio Project at Blue Scarab Entertainment |
Engine: Unreal Engine 5
Release Date: March 5th 2026 Live Service Game |
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Equinox: Homecoming is an horse-centric open world MMORPG. Tend to your horse, hang out with friends, explore the scenic islands and engage in various minigames and quests to level up your character & stable of horses.
World Design On Equinox: Homecoming I am the (Lead) Level Designer. My responsibility is in making environments from start to finish and being the central point of communication between Quest Team, Art & Tech to make it all come together. One of the greatest challenges was how to make the world itself fun to traverse, as the open game world lacks the typical game mechanics such as combat or puzzles. Because of this the act of riding your horse without extrinsic motivation, exploration and mastery of the routes became central to the design of the world. Being a Live Service Game, I made every environment with the intention of future expansion. I frequently built unspecified Opportunity Spaces for Quest Team to utilise in future, as well as being incredibly aware of the story so far and what is to come to give Quest Team whatever they need - Sometimes pre-empting requests before they are even made. What isn't prepared is made to specificiation in short order. When a briefing is unspecific I will investigate how much range I have to invent my own stories, then offer these Soft Stories back during development with enough leeway for Quest Team to mold the outcome, or replace it wholesale if they prefer. Tools Design The world of Equinox: Homecoming is made by a team of two permanent artists and myself as the World Designer, occasionally increased with two art interns and one design intern. Utilising Unreal Engine's Blueprint Utility Widgets I improve our workflow continuously, focusing on:
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Everything in the game world was shaped with intent. Whether it is to evoke nostalgia for summer days, a sense of adventure, or to support the story.
Communication Maps:Used to communicate intent between departments.
Note: Due to website compression these images were altered to have larger fonts |
The World had been given a very rough plan before I joined the team.
Below shows the world as it was blocked before I started, and the shipped variant I made.
A large amount of the environment was dressed by me, using sculpting/painting tools, Foliage, PCG, Houdini and the kits provided by our Art Team.
Below shows the world as it was blocked before I started, and the shipped variant I made.
A large amount of the environment was dressed by me, using sculpting/painting tools, Foliage, PCG, Houdini and the kits provided by our Art Team.
Responsibilities include:
Lead World Designer
Tools Designer
Recommendations (continued):Martin Kupski
UI/UX Designer Michiel has been a great support to the team! He is one of the kindest and hard working people I've met in the industry. He takes criticism well and has a professional aura around him, as well as a sick announcement voice. The tooling and design work he has done with the engine is top tier and he has a vast knowledge about level design, as well as other gamedev wisdoms that would be a boon to any studio. Thomas Huttenlocher
Composer & Sound Designer Mika is truly a force of nature. It’s rare to come across someone who combines such deep expertise with a highly professional approach, while also maintaining such a friendly, collaborative, and solution-oriented mindset. |
Recommendations:
Michiel has been an absolute inspirational game-changer for our product since day one.
I worked as Michiel’s manager at Blue Scarab Entertainment for around 2 years. Tobias Peulicke
Tech/Environment Artist Michiel Werring is a very productive and reliable level designer. He has a good understanding how to guide the player and create interesting flow in a level. On top of that he also has a good eye for composition. As an artist it's really nice to work with his level, as there is always an underlying aesthetic throughout the experience, providing a good base to work with. Iryna Melnychenko
Narrative Director During several years we've been working together, Michiel has shown an enormous professional approach to every smallest detail (not to mention big things obviously). Working closely as level design and narrative, I am always impressed to see how each encounter turns into magic when the technical solution grasps and enhances the narrative vision. Claudio Scuderi
Quest Designer Working with Michiel at Blue Scarab was a true pleasure. He is a reliable and friendly Designer who not only excels in level design, but also brings exceptional value through his ability to create practical tools to make everyone work easier. If you are searching for a competent and easy to work with Designer, he is the guy! Maezza Romero
Social Media Manager My name is Maezza Romero, and I’m a Social Media and Community Manager. I worked with Michiel for about 10 months during my contract at Blue Scarab. We worked together on Equinox: Homecoming, a horror / murder mystery inspired horse MMORPG. Although we were in different departments, him in Level Design and myself in Marketing, our paths crossed frequently, especially when it came to designing player-first events. (Seasonal and general!) Lisa Aspblad
Support Director I've really enjoyed working with Michiel, he's great at making sure important information about his work reaches other people in the team/functions and is always open to feedback from both co-workers and our community. I've also greatly appreciated him always making time to thoroughly answer any questions and thoughts that someone in my position might have when something needs to be tested or communicated to players. |
Player Acknowledgements:
Excepts from Steam Reviews:
"If you like riding horses in beautiful landscapes this game scratches that itch. It has good features like racing and riding with friends. The horse animations are good. Galloping through the surf is a delight."
"The map is large and well designed enough that you don't need to constantly look at the minimap to get around because the landscapes are distinct enough to identify by eye once you've ridden around a while."
"The world: huuuge map. You have to run everywhere except for the barn, there is fast travel for that. Beautifully done too. Its scale feels realistic and accurate, the audio design is to die for. Many horse games are unable to create a good feel for trail riding, something that I personally find to be essential in the experience of a horse game. The execution of the environment feels full and alive"
Discord Quotes from Players:
"People go on trail rides for nothing but the beauty of the world, the pleasure of each other's company, and the serenity lent by the sound of hooves.
The game does not reward this. Nor does it have to."
"Every now and then I'll just stop and take in these views. This world is so immersive and organic I'm loving it"



























