HOW TO GOD

Game design internship · Thoughtfish

How to God is a VR game for the Meta Quest. I contributed to its development during a five-month game design internship at Thoughtfish, focusing on NPC naming and village population systems, alongside QA and bug reporting.

DISCLOSURE NOTE

Due to disclosure restrictions, this page uses publicly available game imagery and high-level descriptions of my contributions. Internal design documents, exact implementation values, and unreleased details are omitted.

PROJECT DETAILS

DURATION

5 months

PLATFORM

Meta Quest · VR

ROLE

Game Design Intern
Thoughtfish

NAMING SYSTEM

My principal feature contribution was the NPC naming system. During team discussions, I proposed giving characters more coherent family identities, with surnames and the possibility of tribal associations. To bring that idea into the production conversation, I developed it as part of the broader naming design.

The system needed to reflect the different conventions used across the game's settings: some regions use single names, while others use first names and surnames. I worked on region-specific name lists, naming formats, and rules to make names varied without losing a sense of continuity between characters.

I also addressed duplicate full names and explored how shared surnames could make groups of NPCs feel related, rather than simply generated at random. The exact rules and probabilities are intentionally not included here.

Public gameplay screenshot showing How to God characters with the names Domhnall Shadowfen and Aisla Dunrath
Public gameplay · NPC names
Public gameplay screenshot showing a character named Dungal Stonehaven
Public gameplay · Character name

POPULATION SYSTEM

Another problem I worked on was village population growth. In the earlier design, an underpopulated village could receive new NPCs as long as its City Hall was functioning. The result felt disconnected from the rest of village building, giving players little opportunity to influence how the population recovered.

I proposed making houses part of the NPC replenishment system. My design connected population recovery to available housing, making additional houses a meaningful investment and giving players a clearer relationship between what they built and how their village developed. Internal spawn thresholds and balancing parameters are omitted.

Public How to God gameplay screenshot showing a village, buildings, several NPCs and the player's hands in VR
Public gameplay · Village population and buildings

BUG REPORTS

20+

I contributed to quality assurance by recording and submitting more than twenty bug reports through the team's Jira board.

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