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TeraCreators Help

Summary

TeraCreators Help is a multi-guide documentation project I built to turn scattered, community-sourced game knowledge into a structured help system that people could actually browse, use, and share.

This was not a single guide. It became a set of five full help guides for different games:

  • Havoc Hotel 3
  • Havoc Hotel 2
  • Havoc Hotel 1
  • DnD Zombie Dragon Adventure
  • Raptor Heist

Each guide had its own gameplay systems, terminology, recurring questions, support needs, and documentation challenges. The work involved much more than collecting information. It required building a usable content model, organizing repeated knowledge, deciding what belonged in documentation, incorporating screenshots and visual references, and iterating with real community feedback.

The problem

The source material largely lived in Discord.

That meant useful information existed, but it was mixed with repeated questions, fragmented answers, temporary issues, casual discussion, and fast-moving community chatter. Even when good answers were present, they were hard to find again, hard to trust quickly, and hard to reuse.

The problem was not a lack of information. It was a lack of structure.

What I wanted to build

I wanted to build something that felt like actual documentation rather than exported chat history.

That meant creating a help system that could:

  • support multiple games with different needs
  • organize content by useful page type
  • separate stable help from temporary noise
  • use screenshots where visuals mattered
  • scale as more information came in
  • be easy to share back to the Discord community

What I built

The result is a Docusaurus-based help site published through GitHub Pages.

The site includes five game-specific guides, each with sections shaped around what that game actually needed. Depending on the guide, that included page types such as:

  • Overview
  • Tips
  • Tasks
  • FAQ
  • References
  • Terms
  • Rescues

A strong example is the Havoc Hotel 3 guide, which shows the level of structure, page modeling, and visual support the project grew into.

How I approached the work

This project required real editorial and structural judgment.

The work included:

  • reviewing large amounts of Discord discussion
  • identifying repeated and stable knowledge
  • separating evergreen help from one-off issues
  • rewriting rough source material into clearer guidance
  • creating repeatable page patterns
  • deciding where screenshots would improve usability
  • organizing content by user need instead of chronology
  • refining the guides based on community visibility and use

In other words, I treated it like a real documentation system with real users.

Why this is a strong example of my work

This project pulls together several things I do well.

Multi-guide information architecture

This was not one page or one guide. It was a documentation system spanning five different games, with enough variation that each guide needed real judgment rather than a copy-paste structure.

Turning noisy source material into usable help

The core challenge was identifying useful, repeated, stable knowledge inside a much noisier environment and shaping it into something people could actually use.

Visual documentation judgment

A lot of the guides benefited from screenshots and submitted visual references. That added another layer of documentation thinking: deciding what needed visual support and where it would make the help more effective.

Community-informed iteration

The project was tied to a real Discord community, which meant the work was not static. It had to be shaped in a way that made the documentation shareable, useful, and responsive to recurring player needs.

Practical tooling and publishing

This project also shows comfort with documentation tooling, Markdown-based content, Docusaurus, GitHub Pages, and lightweight publishing workflows.

Outcome

The result is a live, community-informed help system that is easier to search, browse, share, and maintain than the source material it came from.

It is also one of the strongest examples on this site of the kind of work I like most: real users, imperfect source material, evolving needs, and the chance to turn scattered knowledge into something structured and useful.

Live project