The Lost Archive is a revamp of Dishonored 2‘s The Royal Conservatory map. I’ve been the LD owner of the map while David Di Giaccomo was in charge of the Level Art.


From 2016 to 2017, I had in charge the:
- Layout (Segmentation of the Royal Conservatory map, addition of several paths to broaden player’s opportunities)
- Setup of NPC placement and patrols.
- Setup of NPC narrative sequences and interactions.
- Scripting of Events and Outcomes (Cinematics, one liners, gameplay branching)
- Audio propagation setup (volume based)
- Rethinking a map that was already done.
- Making the Player’s powers shine
- Fostering observation and smart decision making
- Last Meters
- Map contributors
Rethinking a map that was already done.
Narrative Pitch for the map was: The Conservatory is under the strict law of the Abbey, Overseers stormed the place a few days ago and worked on the eradication of Delila’s witches and inventorying the Museum’s content.
The Streets
Given the reduced budget constraints for that Standalone game, locking-up the district to allow an efficient hunt of the “heretics” made perfect sense. It allowed us to bring heavy and clear street blockers with a crystal clear affordance. Using the same space was also an opportunity to put emphasis and interest on areas that were more empty in Dishonored 2. Still, I felt the need to tell the stories of the people left behind in that area or of those who left, thus some civilians can still be found in the streets by exploring and Player can take part in their stories.

That woman has no news from her husband who entered the building nearby, Player can check on him and understand what’s at stake. Leading to an encounter with Overseers that will see the Player surrounded if not fast enough.
An apartment left behind by their owner remained safe from the Abbey. Trapped by a dozen of tripwire grenade throwers signposted by several corpses and burn marks. Player will have to carefully circulate through the apartment to get the nice loot kept from thieves by that meticulous security system!

A Black Market can also be found within the streets.
The Conservatory
To provide a true change of pacing and invite the player to embrace the side parts circling the massive Great Hall. Museum’s Interiors were sealed with tarps setup by the Abbey. Turning a single space into a series of pieces, each bringing little situations and narrative exposition to get a glimpse on the Oracular Order and introduce the Oracular Sisters, above the Overseers in the hierarchy of the Abbey.




Oracular Sisters are mystical beings with extremely sensitive senses and deadly weapons. Placed on the last levels of the map in order to bring more challenge to the player on top of having them talked about by their subordinates. They also get more numerous as player progresses to give them the time to adapt and prepare for the most challenging area of the map, the Meditation area.
The building has been the testimony of conflicts and several rooms have been stained by it. Player needs to resolve a bunch of enigmas or explore thoroughly to unfold them all.



Making the Player’s powers shine
Dishonored always brings interesting mobility, stealth and combat Powers to generate emergent situations and provide the player with a wide range of tools. Player powers are the angular stone of The Stolen Archive map’s design.
Displace

Arkane’s signature Blink variation, you place a ghost where you want to teleport and activate it at later.
Semblance

Stealing the identity of any unconscious NPC. Assuming their appearance and voice to lure enemies.
Foresight

Pauses time and makes you fly away from your body to inspect surroundings and possibly place a Displace marker.
Foresight and displace exploitation example
By exploring, player can find the key to that room filled with information and valuable material.
But with some thinking, extra solutions could be found with just the right combination of powers.
Semblance exploitation example
Semblance allows the Player to bypass any major checkpoint as long as an eye is kept on the mana gauge.
In this situation, the shielded door can only be opened if someone from the Abbey presents themselves in front of the door. Reaching the same space could although be done in other ways requiring a different type of playstyle from the player.
Fostering observation and smart decision making
Throughout the course of iterations, I wanted to make sure the player would be highly rewarded for taking their time and think about what they want and how to reach it but also for them to meet a goofy fate if not caring at all. Physics were a great tool for that matter.
Last Meters
The Lost Archive shines through the amount of possibilities given to the Player in the very Last Meters of the game where all the Powers can be used to trigger many rewarding and/or challenging outcomes.




Lena Roswin (leader of the Oracular Sisters) has found the Lost Archive and requests the presence of the High Overseer to retrieve and get rid of it. Below is a rundown of some of the Outcomes supported by bespoke Narrative and Animation content.
- Impersonating a Sister or Brother Cardoza.
- Attempt to steal Sister Lena Roswin.
The action won’t feel normal to the Guarding Sisters who will alert their peers. - Kill Guarding Sisters.
- Attempt to steal Sister Lena Roswin.
The action will be met with success and a satisfying outcome if Brother Cardoza is still about to come. - Kill Guarding Sisters and Brother Cardoza.
- Confront Sister Lena Roswin.
The action will lead to a unique dialogue giving the Player extra context on the Oracular Order’s motivations. Then it’s time to fight. - Kill Guarding Sisters.
- Let Brother Cardoza (or yourself impersonating the man) retrieve the Archive.
- Confront Sister Lena Roswin.
The Sister will give you a similar speech but will add that you arrived too late. Oops! - Don’t intervene.
- Follow Brother Cardoza as long as you can.
Following Cardoza from the beginning to the end will allow the player to Consult the Archive without even interacting with Cardoza. It is a strong Stealth challenge though. And many more combinations can be attempted!
Map contributors
Here’s the list of other great human beings who made the shipping of that map possible.
- Sandra “Sachka” Duval: Narrative Designer.
- Hazel Monforton: Narrative Designer.
- Sophie Mallinson: : Narrative Designer.
- Alain Huynh: Animator.
- Thomas Mitton: Audio Director.
- Raphael Gillot: Level Designer (early layout)
- Joackim Daviaud: Lead Level Designer.
- Christophe Carrier: Level Design Director.






