Project: The Long Dark: WINTERMUTE / Episode 4
Engine: Unity 3D
Timeline: In Fall 2021 for the Fury, Then Silence update
My Achievements
Started from an outline, with writer and lead, to craft story beats and mission structure in concert
Advocated for collective goals in trial of new production paradigms during Episode 4 planning
Created pitches, gathered reference, and worked with art team on eye-catching new environments
After scripting to match the outline for each of the major beats, I retained ownership of the opening and closing chapters for this episode.
Blackrock Blues
CHAPTER 1
We now return to Will Mackenzie’s perspective, picking up his story a few days after the events of Episode 2, Luminance Fugue.
Donner
CHAPTER 4
Mackenzie has fulfilled all of Mathis’ requests to help free the criminal’s son, Donner.
But nothing goes as planned. He must walk, crawl, sneak, and sprint his way out while avoiding suffocation, wolves, and armed convicts in the watchtowers.
The watchtowers with spotlights are a new gameplay feature used to heighten tension in this chapter. I specified their mechanics and tuning parameters, then collaborated with one engineer to deliver them as functional gameplay objects.
“More new gameplay systems are revealed as the story picks up.
…Suffocation adds a level of anxiety that works well with its limited use. I hope some of these concepts are brought to existing Survival maps because they are some of Hinterland’s best work in either mode.
The surprises don’t stop with new gameplay systems. Episode 4 features a lot of stories for players to dig into, including some high-stake moments to wrap things up.”
Bill Lavoy, via ShackNews
Blackrock Penitentiary layout
I worked alongside environment artists developing this key location for the first year. My focus areas including all of the yard’s interactable elements and interiors.
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Blackrock is one of only two regions in the game that was created specifically for a story episode – the other being Milton which we created for Episode One – so I think that lends it a bit of extra cachet, as not only was an entire episode staged there, but the episode focus meant we could put a lot more attention and resources into it.
Raphael van Lierop, via ShackNews
BREAKDOWN FOR MY CONTRIBUTIONS
Established the backbone
I built the initial scripting structure for this episode from opening scene to end credits
Standardize Mission Jumps and Save Jumps
Scripted and documented tools for rapid iteration, supporting both designers and animators
Develop mission content from concept onward
Guided two other designers with feedback and technical solutions for their deliverables
Deliver on Creative Director’s vision for a thrilling setpiece finale
Will escapes a burning prison, evades convicts in its yard, facing all these hazards to save his ally