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.
-
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.
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


The Dark Pictures Anthology: Little Hope
Platforms: PC, Xbox, PlayStation
Role: Game & Level Designer
Studio: Supermassive Games | Publisher: Bandai Namco
Little Hope is a standalone entry in The Dark Pictures Anthology, a series of cinematic, branching horror experiences where player choices drive narrative outcomes. The game follows four college students and their professor, stranded in an eerie, fog-covered town haunted by echoes of its tragic past.
As a Game and Level Designer on Little Hope, I was involved in multiple areas of design across the project lifecycle—from early narrative implementation to gameplay systems and sequence scripting. I also led a team of designers on specific areas of the game, working closely with the Lead Designer and Game Director to ensure consistency of vision and gameplay quality.
Key Contributions:
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Level & Game Design: Created and edited level scripting logic, interactive object systems, and moment-to-moment gameplay pacing to support narrative tension and cinematic flow.
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Scripting & Implementation: Built gameplay sequences, implemented logic events, and integrated animation assets provided by the animation team into the wider game structure.
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Narrative Integration: Designed and maintained branching narrative paths and player choice systems, ensuring they were clearly communicated to players and aligned with core story beats.
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Collaboration & Leadership: Acted as a design lead on specific segments, providing guidance and support to junior designers, while liaising with multiple departments including narrative, animation, QA, and cinematics.
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Technical Design Support: Imported and selected mo-cap body data, edited gameplay sequences, and adjusted content based on director feedback to achieve desired pacing and emotional impact.
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Documentation & Best Practices: Authored internal documentation and design guidelines to support consistency and efficiency across the design team.
This role required strong cross-disciplinary collaboration and a sharp eye for cinematic pacing, player agency, and narrative-driven game design.
Roles And Responsiblities
-
Designed and implemented levels and gameplay sequences using the studio’s proprietary storyboard tool to pre-visualize the game from concept to completion.
-
Developed gameplay areas from initial block-out to final release within a modified version of Unreal Engine 4, collaborating closely with environment artists and responding to narrative and director feedback.
-
Built and iterated on gameplay mechanics, including interaction systems, exploration camera setups, and event triggers to support cinematic storytelling and player immersion.
-
Scripted and integrated cinematic sequences using third-party animation data, ensuring smooth transitions between gameplay and narrative moments.
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Balanced and fine-tuned sequence pacing based on internal playtests and creative direction to maintain narrative clarity and emotional impact.
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Crafted moment-to-moment gameplay flow and branching narrative logic using the studio’s in-house scripting tools.
-
Played a key role in developing and evolving the game’s Bearings System, auditing major player decisions and how they impact narrative outcomes.
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Contributed to defining the game’s golden path for both Single Player and Alternate Single Player modes, including balancing character playability in Multiplayer.
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Supported the onboarding process for new designers, providing training and documentation on internal tools and pipelines.
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Assisted the outsourcing team with level design tasks and implementation, ensuring quality and consistency across externally produced content.
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Maintained and iterated on collision meshes and navmesh data throughout the game to support AI movement and player navigation.
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Participated in bug fixing and polish tasks during the final production phases, using proprietary toolsets to resolve gameplay and logic issues.
The Dark Pictures: Little Hope | Trailers



