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.
This level was completed within 3 months by delegating across a team of 4 other designers and environment artists.
BREAKDOWN FOR MY CONTRIBUTIONS
1. Top-down paper plan
Requesting then applying feedback from leads and Creative Director, in collaboration with artist
2. Ownership of level design
Last Resort Cannery and other locations in region
3. Establishing and tuning initial use cases for novel mechanics
Wildlife pathing, behaviors, and hazards including extreme wind zones and falling roof sections
4. Set-dressing and item placements for core survival gameplay
Critical and follow-up coverage passes for all tools, gear, resources, and collectibles
5. Post-release
Level analyses to categorize and document rules for all known buildings, shelters, and structures
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 would now have basic walkable interiors that are closer to the intention for release. I also begin to anticipate the gameplay needs for new structures with falling hazards, for sections of broken rooftops, etc. The two main examples can be seen on the bottom of schematics or the right hand side of the courtyard when facing towards the sea.
The chunks of mountainous rock acting as front wall in the last image were replaced with a custom asset: a beautiful iron wrought gate that became the map icon for this location.
Visual elements, like the brown placeholder boat included in all the early iteration stages, would be removed from this traversal path for release. Moving the boat, named Constitution, into the ocean brought this layout closer to the original vision from key concept art. The final level showcases that unique boat with a dramatic visual story—invoking the forlorn 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