Concept Art of the Cannery including a boat and stilted buildings over a frozen ocean. Wolves walk near a collection of wood detritus on the ice.
Open World Design Showcase

Bleak Inlet

Project:  The Long Dark / Survival Mode

Engine:    Unity 3D

Timeline:    In Fall 2019 for the Errant Pilgrim update

My Role on Bleak Inlet — Open World Designer

I contributed to foundational concept work and paper designs for the entire region.
My implementation responsibilities included bringing Last Resort Cannery from greyblock to release.

Level Design progression in Last Resort Cannery

My initial mockups were completed in Google Sketchup, and led to more iteration with Lead Designer and Environment Artists. I then spent time iterating on the gameplay of walking between platforms, as the project had not proven it out in any gym or test settings.
The middle screen capture from Unity 3d includes the first version with a walkable path. It incorporates many new objects in early modeling stages. Note the image is missing major level features like terrain work to show where the land ends and the frozen ocean begins. Only external features for the new modular warehouse buildings exist.
By the time the ice and terrain overpaint textures are added in editor, our modular warehouses have basic walkable interiors that are closer to the intention for release. I begin to anticipate the need for new structures with falling hazards, for sections of broken rooftops, etc. The two main examples can be seen in the bottom right and left hand corners of the courtyard in the rightmost image. The chunks of mountainous rock were replaced with a unique asset: the beautiful iron wrought gate that became the icon for this location.
Visual elements, like the brown placeholder boat represented in all stages, would be removed from this traversal path for release. Moving the boat to the ocean again returned closer to the vision from the Last Resort Cannery concept art, showcasing that unique asset in a dramatic visual story. The vessel is named Constitution and invokes the bleak imagery of being stuck in a frozen ocean.

My Achievements

Honed my level design skillset by collaborating with the Lead Environment Artist

Developed world narrative through text found on collectibles through this region

Delivered traversal challenge that introduces players to novel gameplay elements

Walkthrough

One of the main attractions in Bleak Inlet is a workshop at the end of the Industrial Pier. It is gated by a puzzle with multiple steps and a traversal challenge. Once inside you can craft ammo using new gunpowder and other resources, which are also found at higher concentrations in this dangerous region. These mechanics introduce many new ways for players to strategize for survival after 500 days, as well.
The workshop also reintroduces a wolf in the building interior. In previous iterations of Story Mode, a bug caused a wolf to spawn in a different location. This was removed with the Redux improvements, and cause an uproar on forums where players had even named this bugged creature. With Bleak Inlet, we gave the fans an intentional new way to relive that experience.

My tasks

1.  Top-down paper plan

Collaboration with artist, requesting and applying feedback from our area leads and Creative Director

2.  Ownership of level design

Last Resort Cannery and other locations in region

3.  Tweaking new gameplay

Hazards like extreme wind trigger volumes, animal pathing and behaviors, and more

4.  Set-dressing

Primary coverage placement for all tools, resources, and collectibles in region

5.  Post-release

Level analysis and documentation to categorize in-game buildings, shelters, and structures