Design Challenges

During my time working on this project I was in charge of its Game Design, Level Design and Narrative Design. The majority of my task involved:


Like most RPGs, Long Gone Days has a wide variety of systems, including dialogue, battle, pause menus and others, so designing interfaces was a major challenge, especially due to the large amount of information that had to be presented.

Our goal was to display the information in an attractive way without overwhelming the player, showing only what was necessary, and taking into account the limitations of the different types of controls our players can use.

Overview

Long Gone Days is a game set in the near future, so one of the design challenges was to keep both the story and gameplay grounded while at the same time maintaining the charm of old school jrpgs. In order to achieve that most of our maps are inspired by real world locations and our combat system tries to keep fantasy elements to a minimum.

Long Gone Days was first available on Early Access in 2018, giving us the opportunity to gather player feedback and build a loyal fanbase that followed the development all the way to our 1.0 release. If you want to know more about that experience, please check out the article I wrote about it, published on gamedeveloper.com

Camila Gormaz (Artist & Co-Writer), Camilo Valderrama (Programmer), and me (Game Designer & Co-Writer)

Level Design Examples

Screenshots

Thumbnail
Bonus

Want to know more?

If you want to know more about Long Gone Days' experience as an early access game, please check out the article I wrote at gamedeveloper.com:

Read on GameDeveloper.com

Contact Information

Pablo Videla
Based in Santiago, Chile

Get in touch! pvidelame@gmail.com
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