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Little Hope

(2020)

Level Designer
Supermassive Games

Little Hope is the first commercial game I have had the pleasure to work on.

100+ person team - Branching Narrative Horror

Little Hope follows the story of five classmates who, after getting lost, find themselves witnessing the events of witchtrials, very similar to those in Salem in the 17th century. The branching narrative is told through cinematic sequences, choices, exploration within levels and much more, all things I have designed and iterated on. 
 

I am incredibly proud that this is the first game I worked on professionally. Working on Little Hope taught me so much about the combined effort it takes to create content worthy of a BAFTA winning studio. I had to collaborate with so many different departments to ensure my level and all branching paths played and looked fantastic.

My Contribution

  • Level ownership
    • Each designer was responsible for a number of levels, mine included Museum and Crushed

    • Heavy collaboration with other departments: Art, Cinematics, Animation and Engineering to ensure the level flowed fluently and that it was engaging for the player

  • Level iterations

    • Creating and maintaining collision around the whole level

    • Blocking out initial camera passes, narrative cinematics and player interactions

    • Performing pacing paces on the cinematic sequences and adding animation data to them to ensure the story progressed smoothly

    • Making sure the level still functioned after changing from set cameras to third person camera

  • Using Branching Narrative Logic

    • Using Supermassive in house scripting tools to plot out every possible outcome of the level

    • Making sure every outcome had the correct checks that would sometimes go back to hours previously in the game

    • Scripting the companion AI to breathe more life to the environments

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