Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
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Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
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Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
-
Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
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Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
-
Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
-
Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
-
Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
-
Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
-
Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
-
Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
-
Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
-
Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Narrative Games
Level Design
Level Design
Writing and Narrative
Writing and Narrative
Title releases
The Dark Pictures Anthology: Little Hope
I worked on The Dark Pictures Anthology: released title "Little Hope" with Supermassive Games.
Abandoned and all alone, 4 college students and their teacher become stranded in an isolated town mile from anywhere after their bus crashes in bad weather. Trapped by a mysterious fog in the town of Little Hope, they search desperately for a means of escape whilst visions from the past haunt them from the shadows.
On this project, I worked as a Game designer, where I was responsible for all facets of design, ranging from game and narrative to level design and pacing. I also led a team of designers in certain aspects of the game, providing them with support in anything they needed and guiding the design of the game along with the lead designer and Game director.
The Dark Pictures Anthology is a series of stand-alone, cinematic horror titles, developed by Supermassive Games and published by Bandai Namco.
The games play out as a heavily narrative-focused adventure, with players making choices and actions which can have a dramatic effect on the branching storyline. The games also feature a robust co-op system, where players can experience the same story simultaneously and their actions can have drastic consequences on the way the story plays out.
As a member of the design team, I carried out many different activities and tasks during the productions, ranging from logic scripting to sequence editing, and the implementation of animation assets (created by the animation department) to bug checking/fixing. The designer’s job demands that they be in constant contact with the various teams and departments across the production process, so a focus on teamwork and adherence to production direction is essential.
The Dark Pictures have been released on PC, Xbox & PlayStation platforms.
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Cinematic horror titles developed by Supermassive Games.
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I served as a Level/Game Designer on both titles.
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Duties and tasks included creating and editing level scripting logic, importing and selecting mo-cap body data, creating and updating sequences, and adjusting levels and contents dependent on director feedback.
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I was also tasked with creating documentation for instruction & best practice guides and worked extensively on systems that allowed players to interact with various objects in the world.
Roles And Responsiblities
-
Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
-
Developing levels from block-out to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the game's sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the game's branching narrative using the studio in house scripting tool.
-
Part of a small strike team that determined and evolved the game's signature Bearings System, auditing the major choices in the game and how they affect the player.
-
Helped determine the game's golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsourcing team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the sequences of the game.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studio's proprietary toolset.