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The Archipelago Promise
Survival Adventure

The Archipelago Promise

The Archipelago Promise is a first-person survival adventure set in an Alaskan archipelago, where Ethan searches for his missing twin brother, Thomas. As a Level Designer on the 25-person team, I owned Cave Island from concept through implementation, designing its routes, chambers, resource placement and environmental storytelling.

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Project Overview

Cave Island combines survival-driven exploration with a trail of narrative clues leading toward Thomas. I shaped the level around readable routes, discovery moments and increasingly prominent environmental storytelling, helping players build anticipation as they progressed deeper into the cave.

My Responsibilities

Core Responsibilities

Level Design

Designed Cave Island from concept to implementation Created player progression routes Designed exploration challenges Developed environmental storytelling moments

Documentation

Produced level design documentation Created progression maps and flow diagrams Communicated requirements with team members

Gameplay Design

Resource placement Discovery moments Navigation systems Player guidance

Design Goals

Exploration & Discovery

Encourage curiosity and reward investigation.

Narrative

Story delivered through environmental clues and player discovery.

Gauges

Resources and survival systems create meaningful decision-making.

Leashing

Guide players without obvious restrictions.

Design Pillars

Discovery

Discovery

Reward curiosity with unique vistas and hidden lore fragments.

Narrative

Narrative

Storytelling through environment rather than long cinematic pauses.

Gauges

Gauges

Visible physical signs of health, temperature, and exhaustion.

Leashing

Leashing

Soft boundaries created by terrain and climate constraints.

Initial Design

Cave Island originally included a much larger playable area, with gameplay around the cave entrance, surrounding forest, and interior cave network. As development progressed, the scope became too large for the available production time.

Scope Reduction

I cut the exterior gameplay and refocused the level entirely around the cave interior. This allowed me to spend more time refining the core route, individual chambers, pacing, and narrative progression instead of spreading the experience across multiple environments.

Carving the Cave

The main level-design challenge was creating paths and chambers that felt naturally formed while still providing clear navigation and progression. I iterated on the shape, scale and connections between chambers to guide players deeper into the cave without making the environment feel artificially structured.

Environment Art Collaboration

I worked closely with the environment artist to turn the blockout into a believable cave environment. Stalagmites and other environmental formations were used to break up spaces, frame routes and landmarks, and make the designed paths feel naturally integrated into the cave.

The Archipelago Promise / Level Design Case Study

Cave Island

The final level guides the player through three connected cave chambers, optional routes and gated passages toward Thomas

My ownership: Cave Island layout

Cave Layout & Player progression

The exterior prepares the player before the final cave sequence.

Top-down map of Cave Island showing three cave chambers, dead ends, gated routes and the player's route
  • Chamber 1 (C1)
  • Chamber 2 (C2)
  • Chamber 3 (C3)
  • Dead Ends (DE1-DE3)
  • Gated wood
  • Gated climbing gear
  • Player route

Design Intent

Target player experience

Combine gauge management, wildlife avoidance and traversal in one climax.

Player goals

  • Find a way into the cave
  • Locate Thomas
  • Survive the final route

Constraints

  • Limited resources increase urgency.
  • The player should arrive prepared gauges wise.
  • Distinct landmarks support navigation through visually similar cave spaces

Player Progression

Each beat alternates pressure, discovery and recovery before the final payoff.

Player Progression
Island beatArriveBear TrailMid ForestSailCliff RouteSea CaveInner CaveFinal Chamber
AreaCoastBear AreaForestBoatCliffsCave BeachCold ChambersThomas's Chamber
NarrativeSearch beginsTrail markerThomas's noteFollow directionCave clueSigns of ThomasFinal evidenceReunion
ObjectiveOrientAvoid bearsGather suppliesReach caveFind entrancePrepareEndure & traverseFind Thomas
ChallengeNavigationWildlifeResourcesSailingTraversalResource checkGauges + jumpsNarrative payoff
Difficulty
2 / 10
3 / 10
4 / 10
3 / 10
5 / 10
6 / 10
7 / 10
8 / 10

Game Progression

01

DISCOVER CLUE

02

PREPARE SUPPLIES

03

NAVIGATE

04

SAIL

05

EXPLORE

06

OVERCOME THREATS

07

REPEAT

Signposting system

To support navigation between islands, I designed a bird-based environmental signposting system that guided players toward important destinations without relying on intrusive UI markers.

Signposting system

Navigation Through Environmental Cues

The Problem

During playtesting, players could become disoriented while sailing and had difficulty identifying important destinations from a distance

Design Solution

I used flocks of birds as diegetic visual landmarks around key locations. Their movement and visibility naturally drew the player's attention toward destinations while keeping navigation integrated into the environment.

Result

This created clearer visual guidance between locations while preserving the sense of exploration and avoiding additional HUD markers.

Navigation Through Environmental Cues

Iterative Refinement

Initial Proposal (v1.2)

Initial Proposal (v1.2)

Design challenge: Build anticipation for finding Thomas through exploration and narrative discovery, rather than relying on the length of the cave alone.

Final Implementation (v2.0)

Final Implementation (v2.0)

Solution: Used environmental storytelling and progressive narrative cues to build emotional tension and communicate the player’s growing proximity to the truth.

Chamber Iterations

These iterations show how individual chambers evolved throughout development as I refined their scale, paths and readability, while collaborating with the environment artist on set dressing and naturalizing the spaces.

Level design progress - Passage area

Thomas chamber

Project Outcome

June 2023

Released on Steam

The Archipelago Promise was completed and publicly released on Steam in June 2023, giving the team experience taking a student project through development to a public release.

🚀
5
Playtesting Rounds

Playtesting & Refinement

  • ●Conducted internal playtests
  • ●Collected feedback from peers
  • ●Observed navigation issues
  • ●Iterated on progression bottlenecks
  • ●Refined level readability
Next Steps

In a future iteration, I would test survival-resource availability and gauge depletion against the time needed to explore each chamber. I would use where players run out of resources or abandon the route to identify pressure points, then propose adjustments to resource placement or depletion rates with the team. The aim would be to preserve survival tension while giving players a fair opportunity to reach the narrative payoff.

Outcome

Cave Island evolved from an oversized exterior-and-interior level into a more focused cave experience. Reducing the scope allowed me to concentrate on the cave's routes, chambers and narrative progression, while collaboration with the environment artist helped transform designed paths into spaces that felt naturally formed. Environmental storytelling became increasingly prominent deeper into the cave, with a growing trail of Thomas's belongings reinforcing the feeling that Ethan was getting closer to his missing brother.

Learning

The final experience also exposed an important balancing issue: the survival gauges were too punishing, meaning many players did not reach the later parts of the cave where the narrative payoff was strongest. This taught me that environmental storytelling is only effective when the surrounding systems give players a fair opportunity to experience it.