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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:

  • 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.

  • Scripting & Implementation: Built gameplay sequences, implemented logic events, and integrated animation assets provided by the animation team into the wider game structure.

  • 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.

  • 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.

  • 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.

  • 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.

  • Balanced and fine-tuned sequence pacing based on internal playtests and creative direction to maintain narrative clarity and emotional impact.

  • 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.

  • Contributed to defining the game’s golden path for both Single Player and Alternate Single Player modes, including balancing character playability in Multiplayer.

  • Supported the onboarding process for new designers, providing training and documentation on internal tools and pipelines.

  • Assisted the outsourcing team with level design tasks and implementation, ensuring quality and consistency across externally produced content.

  • Maintained and iterated on collision meshes and navmesh data throughout the game to support AI movement and player navigation.

  • 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

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