Custom World & Mechanics in Divinity: Original Sin II
I used Divinity’s Game Master mode as a canvas to build an original RPG experience. From custom attribute-based mechanics to detailed NPCs and world lore, I restructured the system to support deeper roleplay and story-driven choices. Everything, from dialogue to maps to modifiers, was built by hand and organized in Miro.
Building Scenes for Story and Choice
I designed scenes in Divinity’s Game Master Mode to feel like physical moments in the story, not just combat setups. Every room was built with intention: lighting for mood, NPCs placed based on their motivations, and interactive props that could trigger custom written dialogue and events.
Divinity’s default roll system lacked modifiers or meaning, so I built my own. Using character attributes like Strength or Intelligence, I created a modifier table that gave players bonuses or penalties based on their builds.
Divinity’s default roll system lacked modifiers or meaning, so I built my own. Using character attributes like Strength or Intelligence, I created a modifier table that gave players bonuses or penalties based on their builds.
Customizing the Mechanics
Divinity’s default roll system lacked modifiers or meaning, so I built my own. Using character attributes like Strength or Intelligence, I created a modifier table that gave players bonuses or penalties based on their builds.