BLEAKWATCH
Introduction
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Solo project
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Castle infiltration scenario for an isometric party-based RPG
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Built strictly within Baldur's Gate 3 rules
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Small fortified garrison : 45x30 meters
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1 main watchtower at the gate, 3 corner watchtowers, 1 wall section under construction
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Main objective: Retrieve the item from the commander (and optionally pull the lever for the refugees or betray them)
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Designed around the Multiple solutions with multiple resolutions : Brute, Stealth, Clever solutions for every obstacle
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Four-phase progression: outer wall, courtyard, inside the keep, dealing with commander
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Inspired by Baldur's Gate 3 environmental interactivity, surface combos, throw mechanic, and elevation advantage
For Miro click HERE
Project Details
Pre-Production
Narrative & Ideation Phase
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Built around Baldur's Gate 3 rules and its multiple-solution design philosophy
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Used outside-the-castle NPCs (mobile medic, gallows, tent people) to gain knowledge for inside-the-castle solutions
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Defined the alarm rule: picking Brute in any phase forces the remaining phases into Brute too because the castle is alerted
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Locked certain routes behind class abilities (Druid forms, Misty Step, Speak with Dead) to make party composition matter
Player Agency & Node Graph
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Created a multiple solutions matrix with four phases and four columns (Brute, Stealth, Clever, Additional Quest)
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Filled every cell with a unique solution so no obstacle had only one answer
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Built a node graph to map how every solution connects across the three main areas: Outside the Castle, Inside the Castle, Inside the Keep
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Color-coded the node graph by approach type, with separate colors for final objectives and shared events
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Used both documents to validate path completeness before moving to paper design
Paper & Digital Sketch
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Started with a hand-drawn paper sketch to lock the layout and scale (45x30 meters)
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Marked enemies, patrol routes, cover, alarm bells, traps and rewards on the paper version
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Moved the layout into a digital Miro version for cleaner presentation
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Color-coded the digital version: yellow for entrances, orange for trickable enemies, red for non-persuadable enemies
Level Beats
Outer Wall
BRUTE WAYS
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Break down the main door
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Blow up the construction area
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Launch a companion inside the castle from the construction wall side
STEALTH WAYS
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Use the boulder in front of the sea to reach the wall
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Climb the ivy wall
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Sneak into Watchtower1 and lower the drawbridge for the rest of the party
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Create an illusion in front of the cliff near the construction to push the guard off
CLEVER WAYS
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Talk to the dead man at the gallows and get the info about the secret hole that leads to the weapon room
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Turn into an animal and use the sewer system to come out at the well or the toilets
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Play music at Watchtower1 to gather the guards around you
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Bluff and act as a messenger
Additional Quest
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Convince the people in the tents to start a riot and lower the drawbridge with stealth to let everyone in
Inside the Castle
BRUTE WAYS
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Fight your way through
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A companion pushes a barrel from the top of the watchtower on top of the guards
STEALTH WAYS
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Start a fire in the kitchen or the stables to distract the guards
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Tell the horses to create chaos
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As an animal, distract the guards watching the ivy wall corner of the castle
CLEVER WAYS
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Poison the cauldron with the food of the guards
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Make the Watchtower1 guards come outside and raise the drawbridge to lock them out
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Put objects in front of the barrack doors to lock some of the guards inside
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Disable the alert bells
Additional Quest
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Trick the main door guards into opening the door
Inside the Keep
BRUTE WAYS
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Kill the elite soldiers and grab their key
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Blow up the keep door
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Fight the commander to reach the second floor
STEALTH WAYS
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Steal the key from the elite soldiers
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Shoot down the chandelier on the commander
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Pickpocket the item from the commander without him noticing
CLEVER WAYS
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Learn from the medic that the groom faints every time because he is afraid of cats. Turn into a cat, make him pass out and grab the key to the keep
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Bluff and act as a messenger again
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Fly to the balcony of the keep
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Push the commander out the window
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Manipulate an elite soldier to attack the commander
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Talk to the commander and convince him to hand over the item
Additional Quest
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The commander steps out to the balcony and tells the party "if you kill the sick people right now I will reward you"
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Side with the commander and kill all the tent people to get a reward
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Side with the tent people and fight everyone in the castle with them on your side
RESOLUTIONS

GOOD ENDING
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Get the item from the commander by talking, stealing or killing him
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Pull the lever in the keep to open the bridge to the magical forest
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Outcome: The refugees cross to the forest and are cured. The party walks away with the item and gains respect from refugees.

NEUTRAL ENDING
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Get the item from the commander by talking, stealing or killing him
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Leave the castle without pulling the lever
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Outcome: The party walks away with the item. The refugees stay sick outside the castle.

BAD ENDING
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Accept the commander's deal when he offers it from the balcony
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Turn on the refugees and kill them
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Outcome: The commander hands over the item with a bonus reward. The refugees are dead.
Level Design Techniques

Natural Guidance
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Demonstrated natural guidance without relying on UI markers
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Directed attention through landmark placement, prop logic, and diegetic dialogue
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Used the construction crane and the X God statue as distant landmark cues
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Used the torches carried by the construction guard and the keep guard as light cues that draw the eye toward both key locations
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Reinforced hidden routes through NPC tips and world details instead of explicit instructions
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Delivered guidance through world logic so players discover paths by observation

Multiple Paths
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Designed the layout around one exposed main path and several hidden alternate routes
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Made the obvious path riskier and the side routes safer to reward exploration over rushing
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Some side routes need a certain class ability so different parties get in different ways
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Connected every entry sewer, secret hole, ivy wall, boulders, construction, into one readable network

Points of Interest and Rewards
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Used points of interest to reward curiosity and add narrative, like the gallows and the tent camp
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Tied each point of interest to optional information, a quest or a route the player can act on
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Placed rewards at the end of exploration paths to pay off investigation
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Scaled reward value to route difficulty, so harder access returns more loot
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Reserved the commander's chest as the final payoff for reaching the keep

Cover and Elevation
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Spread cover across the courtyard so players have places to hide and fight from
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Made the central paths open and the side paths covered, so each route feels different
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Used high ground to give ranged attacks a bonus and to allow drop attacks in BG3 rules
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Placed cover close enough that players can move from one to the next in a single turn

Traps and Alarms
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Placed alarm bells that let guards alert the whole castle if the player is seen early
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Let players disable the bells beforehand to neutralize the alarm cascade
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Put the trench as an environmental hazard that only certain only characters with specific abilities or items can cross
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Hid a chest trap in the weapon room that triggers the alarm if the player misses it


















































