Level Design Portfolio

OPERATION
BLACKOUTACT 1 — SURVIVAL & INFILTRATION

Genre
TPS
Type
Blockout
Engine
Unreal Engine 5
Tools
UE5 · Maya · PS · Premiere · Excel · PureRef
Iterations
7
Playtests
6
Role
Level Designer — Research & Concept · Blockout · Scripting · Narrative · Encounter Design

01

Design Goal

My goal for this project was to bring a mix of stealth, action, and investigation. A believable story with emotional stakes like Splinter Cell and Metal Gear Solid 1, combined with narrative-driven spatial progression. I wanted every space to feel purposeful not just visually distinct, but emotionally and mechanically meaningful. The level is structured around a rising emotional arc:

Vulnerability → Tension → Loss → Hope → Empowerment

My core design goals focused on three interconnected pillars:

Use Environmental storytelling to drive narrative progression
Provide Multiple infiltration routes to support player agency
Employ Escalating spatial hierarchy to reinforce emotional beats
Design Goal
Design Goal — Inspiration & Reference

02

Iterative Progression

Top View
Top View 1 Top View 2 Top View 3 Top View 4 Top View 5 Top View 6

Click any thumbnail to enlarge

Barracks
Barracks 1Barracks 2Barracks 3
Parking Lot
Parking 1Parking 2Parking 3

03

Level Overview & Highlights

Setting & Tone

Setting: A remote forest concealing a clandestine enemy research facility

Tone & Mood: Isolation, tension, dread, rising urgency

Constraints:

Engine: Unreal Engine 5  ·  Perspective: TPS (third person shooter)  ·  Platform: PC

Engine: UE5Third-Person ShooterPC

Synopsis

The level is set in a remote forest where a special-ops squad is ambushed while approaching a hidden enemy research facility. The player, the sole survivor of the crash, must navigate hostile territory, uncover the truth behind the ambush, and sabotage the facility before the looming danger begins to surface.

ACT 1 — Mission Objective List
Mission Objectives

Narrative-Driven Environment Storytelling

Video Overview
Storytelling 1 Storytelling 2 Storytelling 3 Storytelling 4 Storytelling 5
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Narrative top-down

Every space should tell a story without a single line of dialogue.

  • Used environmental storytelling to create the world that feels alive and to reflect the Enemy facility's current state.
  • I mix in small storytelling details throughout the environment — things like overheard enemy chatter, posters, warning signs, or even a cracked mirror to give the world personality and let the narrative unfold naturally as the player explores.
  • Used environmental "breadcrumbs" — blood trails, Stone debris, Tree branches, bodies — to deepen immersion.

Rewarding Exploration

Video Overview
Exploration 1 Exploration 2 Exploration 3 Exploration 4
1 / 4
Exploration map
  • Placed hidden and visible rewards throughout the level to drive exploration and give players a sense of meaningful discovery and support both casual and completionist players.
  • 8 Interaction triggers  ·  4 Audio logs  ·  4 ammo & 8 medical bandages pickup points
  • Positioned meshes and props to subtly guide the player toward revealing secrets about the facility — curious shapes, Lighting contrasts, or visual gaps invite exploration.

Enemy Types Overview

Video Overview

To support both narrative progression and stealth-focused gameplay, the facility features a coordinated enemy ecosystem. Any guard who detects the player immediately alerts the entire team, creating high-stakes tension and encouraging careful navigation.

Standby Guards
Type 01

Standby Guards

Role: Static sentinels controlling key choke points.

Behaviour: Remain stationed at fixed positions. Maintain a constant line of sight over important doors, corridors, or objectives.

Design Purpose: Encourage players to engage with stealth takedowns · Create predictable but high-pressure obstacles · Reinforce the feeling of infiltrating a tightly controlled facility.

Patrolling Guards
Type 02

Patrolling Guards

Role: Mobile threats that sweep the environment.

Behaviour: Move along predefined patrol routes. React quickly. Designed to catch players who rely too heavily on predictable patterns.

Design Purpose: Test player reflexes and timing · Add dynamism and unpredictability to stealth sections · Increase tension by forcing players to track movement cycles.

Enemy Workers
Type 03

Enemy Workers

Role: Non-combat staff who still pose a detection risk.

Behaviour: Unarmed but alert. Report suspicious activity to nearby guards. Populate the environment to make it feel alive and operational.

Design Purpose: Challenge player awareness and environmental scanning · Introduce low-threat but high-impact detection sources · Encourage players to consider non-combatants in their stealth strategy.

Enemy placement top-down

Supports Multiple Playstyles

Video Overview
Left Path
Left Path – Collapsed Building
Right Path
Right Path – Rooftop Climb
Main Gate
Main Gate – Frontal Assault
Playstyle top-down

Designed multiple areas inside the facility supporting multiple playstyles — stealth, direct combat & silent takedowns.

I designed three distinct entry paths to support different playstyles and emotional tones:

  • Left Path – Collapsed Building: A tense, grounded route through debris. You lift a fallen door and slip inside through a fractured fence. It's quiet and gear rich.
  • Right Path – Rooftop Climb: A stealthy vertical approach. Players scale a box to reach the roof, exposed but silent. Ideal for those who favour precision and avoidance.
  • Main Gate – Frontal Assault: The boldest route. Straight through the front, with patrols, cover, and chaos. Perfect for players who want to take control and go loud but not easy.

Each path is designed to reflect a different mindset — stealth, survival, or aggression and to set the tone for what's coming inside the facility. Added alternate paths, climbable spots, and visual guides (lights, silhouettes) to encourage creative thinking and reward players for outsmarting enemies.

04

Walkthrough

Beat-by-beat narrative breakdown with embedded video for each section.

Game Beat by Beat Narrative Emotional Arc

Crash Site
Confusion — "What happened to my squad?"
Perimeter Yard
Curiosity — "What is this facility hiding?"
Ruins / Guard Tower
Realization — "There are bunkers. Someone is being held."
Facility Infiltration
Shock — "They're experimenting on people."
Bunkers
Impact — "My team is dead or dying."
Beat 01

Awakening After the Crash

Emotion: A jolt of shock and immediate vulnerabilityGameplay: Simple orientation and first movement

Narrative: The player wakes alone downside the wreckage, spots a rising smoke plume and a broken rotor blade, guided by clear environmental cues.

Purpose: Set the tone, spark mystery, and give the player a clear first objective.

Beat 02

Investigating the Wreckage

Emotion: Grief, urgencyGameplay: Exploration, light traversal

Narrative: Player finds dying teammate who reveals the crash was an ambush.

Purpose: Personal stakes + mission motivation.

Beat 03

First Sight of the Enemy Base

Emotion: Tension, dreadGameplay: Vista reveal, pathfinding

Narrative: Player reaches cliff edge and sees hidden facility.

Purpose: Establish main objective + scale of threat.

Beat 04

Perimeter Yard Infiltration

Emotion: Agency, tensionGameplay: Multi-route infiltration (stealth, vertical, combat)

Narrative: First Enemy encounter & a cinematic sequence of the truck passing towards the main gate & enemy chatter hints.

Purpose: Teach player choice + introduce antagonist presence indirectly.

Design Note: Each path reflects a mindset — precision, aggression, or survival — shaping how the player enters the facility. This reinforces the idea that the player is a trained operative, not a helpless survivor.

A quiet vertical approach. Dragging a bin to reach the roof creates a small, hands-on puzzle. High exposure, low noise — ideal for players who prefer slipping past danger.

The loudest option. Direct conflict with patrols, cover-to-cover movement, and chaos. Suits players who want control through force.

A grounded, tense route through debris. Lifting a fallen door and squeezing through a fractured fence creates a gritty, improvised infiltration for players who favor cautious progression.

Beat 05

Facility Infiltration

Emotion: Scale, rising tensionGameplay: Light navigation, observation, patrol awareness

Narrative: The player spots Crates with a label "Field test pending", Enemy chatters stealth clues, as you explore a Whiteboard schedule for the crew revealing truths about the facility.

Purpose: Establish the facility's size and visually introduce the bunker network.

"Something sinister is happening underground."

Emotion: Curiosity sharpening into urgency. Gameplay: Terminal interaction logs, intel gathering.

Narrative: Stealth takedowns, CCTV feeds show scientist being escorted deeper underground, while another feed shows a wounded soldier. Terminal logs confirm resistance, restricted access, and the Commander's involvement.

Purpose: Reveal Scientist directly through a letter, show prisoner movement, and reinforce K04 as the critical destination.

"Scientist is important and both she and your squad are inside K04 under Commander control."

The barracks are where the story begins to take shape. Instead of exposition, I used: Whiteboards, Radio logs (Audio logs), Half-packed gear, Tactical maps, Interactive Investigation. These props communicate that the enemy was preparing for something — and that the squad's ambush was intentional. This area is designed to reward exploration and slow the pacing before the emotional drop in the bunkers.

Emotion: Heightened alertness, tension. Gameplay: Climb, observation, light stealth.

Narrative: Player gains a vantage point, spots Bunker K04, and realizes it's locked but active.

Purpose: Establish K04 as the infiltration target and tease access requirements.

Emotion: Unease, empathy. Gameplay: Interior exploration, environmental storytelling, optional loot (weapon).

Narrative: Player sees personal effects, signs of stress, and a letter about a scientist being moved to containment.

Purpose: Humanize the enemy and reveal interrogations tied to Isha.

Emotion: Dread, urgency. Gameplay: Hazard navigation, discovery, light combat.

Narrative: Player finds crates marked for field tests, dead personnel, and illegal containment tech.

Purpose: Foreshadow biohazard threats and expose unstable prototype experiments.

Beat 06

Commander Suite Access

Emotion: Determination, rising dreadGameplay: Terminal interaction, intel gathering, stealth observation

Narrative: The player enters the Commander's Suite and discovers the access terminal that can unlock K04. Beyond the office, a connected meeting room reveals a stage draped with a massive "PROJECT DAWN" banner. An officer is mid-speech to assembled troops, outlining the urgency of bringing the scientist into compliance. The player overhears key lines tying Isha to the project and confirming the facility's true purpose.

Purpose: Unlock K04 while revealing Project DAWN's scale and ideology — and show Isha's defiance is causing internal pressure.

Beat 07

Descent into the Bunkers

Emotion: Fear, claustrophobiaGameplay: Tight corridors, close-quarters encounters

Narrative: Player walks down to the bunkers and the story uncovers in Act – 2.

Purpose: Emotional low point + clear direction toward labs.

Top-Down View of Beats

Top-down beat map

05

Techniques

Level design tools and methods applied throughout the project.

Use Breadcrumbs to Guide Players

Breadcrumbs 1
In this example, I used scattered stone debris as a natural breadcrumb trail to lead the player toward the hidden entrance.
Breadcrumbs 2
As the player steps the floor, subtle blood traces on the floor guide their attention toward the location of the dead bodies, reinforcing the narrative and directing them toward the next point of interest.
Breadcrumbs 3
The fallen tree branches on the ground serve more than a decorative purpose, they guide the player toward the intended pathway leading into the facility.

Points of Interest (POI)

POI
Amid the surrounding greenery, a barren tree naturally draws the player's eye, while the yellow building and the tower's blinking light serve as strong visual anchors that consistently attract attention and guide player navigation.

Affordances

Affordances 1
The flashing light towards the yellow edge highlights acts as a clear visual cue that the building is climbable. Since many games use yellow to mark traversal elements, I applied the same convention to ensure player guidance.
Affordances 2
I applied the same visual-guidance technique in a small environmental puzzle, where the player must pull an object close to the wall and use it as a step to progress.

Landmarks

Landmark 1Landmark 2Landmark 3Landmark 4Landmark 5Landmark 6Landmark 7
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A central structure anchors the player's orientation and serves as a consistent landmark. No matter where the player is in the environment, this structure remains visible, helping them maintain spatial awareness and navigate the space more intuitively.

Environmental Storytelling

ES 1
A small lab space marked by bloodstains, fallen bodies, and prisoner graffiti, conveying a sudden violent outbreak and the desperation of those trapped inside the facility.
ES 2
A cramped dorm with scattered papers and a broken mirror, using subtle environmental cues to show stress, declining morale, and the psychological strain on personnel.
ES 3
A sealed bunker entrance using warning signs, red lighting, and improvised barricades to suggest an emergency lockdown and hint at a dangerous event deeper inside the facility.
ES 4
A monitoring station with multi-screen displays and restricted-access messages, establishing the facility's hierarchy, surveillance culture, and compartmentalized structure.
ES 5
A work zone decorated with dialogue snippets and a "Project Dawn" labels, revealing and foreshadowing instability around the prototype.
ES 6
A storage and control area featuring a shift-reminder poster and audio-log terminal, reinforcing rising security concerns and the presence of internal threats.

Contrast & Composition

Contrast 1Contrast 2Contrast 3
1 / 3

Light, shadow, and color are used to emphasize important gameplay areas or objects.

Spatial Composition

Spatial Composition
Additional side paths are added to encourage exploration, offering loot or narrative elements.

Framing and Leading Lines

Framing 1
Highlighted stairs and directional edges form clear leading lines that communicate the intended movement path.
Framing 2
The corridor's converging lines frame the bright exit, naturally pulling the player toward the open space ahead.
Framing 3
Leading lines from the path, terrain, and fencing guide the player's eye directly toward the command-center entrance.
Framing 4
The terrain slopes and tree placement frame the structure creating a clear visual funnel that pulls the player towards the tower and establishing a readable approach route.

06

Process

Seven iterations from concept to refined blockout.

1

Research, Ideation and Planning

Goal
Develop a strong, fully formed level concept from the ground up.
Miro board
Ideas on Miro
Concept Document
Concept Document

Approach:

  • Used Miro to explore a wide range of ideas across key categories: setting, locations, events, enemies, and mechanics — see the board on the right.
  • Had other level designers vote on their favourite concepts to highlight the most promising directions.
  • Built an initial concept document (early LDD draft) outlining the location vision, player objectives, and the core gameplay loop.
  • Collected visual references to establish the intended atmosphere, tone, and environmental style.

Outcome: After reviewing my concept document, my mentor recommended breaking the overall idea into smaller, more manageable pieces, as the original scope was too large. Based on that feedback, I divided the full level concept into three acts and chose to focus on developing Act 1 first, applying level-design fundamentals with proper structure and clarity.

Act 1 is built around three major, distinct areas: Crash Site & Enemy Outpost, Perimeter Yard, and Facility Interior leading into the Bunkers. To support this refined direction, I created a detailed map flowchart for Act 1, outlining player progression, spatial transitions, and key gameplay beats.

Map Flowchart
MAP flowchart
2

Game Beats & 2D Map

Goal
Shape the gameplay rhythm and environmental flow from an initial level concept; Develop a 2D layout map and accompanying LDD.

Solution: I refined the narrative into a structured quest, breaking it down into clear gameplay beats.

Designer Notes
Designer notes
Game Beats
Game bits excel
Game Beats 2
Game bits excel part 2

And then I defined the environmental clues, clarified the narrative purpose of each location, and identified the environmental tools used to communicate information to the player.

Env 1
Environment Cue 1
Env 2
Environment Cue 2
Env 3
Environment Cue 3
Env 4
Environment Cue 4

I also assigned pacing and intensity values to each segment to support a well-balanced gameplay flow.

IG 1
Intensity graph 1
IG 2
Intensity graph 2
IG 3
Intensity graph 3

Later, I brought the paper layout into Photoshop, developed a 2D digital layout, and refined it to align with the project's visual storytelling goals.

2D Layout
2D layout
Sketch
Sketch
Result

After narrowing the full concept down to Act 1, I revised the earlier concept document and produced an updated LDD that provided a much clearer breakdown of player flow, emotional pacing, and environmental context. The refined 2D map also improved how I communicated my design intentions during peer reviews and team discussions.

3

First Roughout — Establishing the Playable Foundation

Goal
Build a functional, testable version of the level as quickly as possible.
PureRef Board
PureRef board
Roughout 1Roughout 2Roughout 3Roughout 4
1 / 4

Process:

  • Shifted the initial 2D layout into Unreal Engine 5 and constructed the environment using simple block out geometry.
  • Continuously iterated in play mode to assess navigation, sightlines, and overall gameplay flow.
  • Implemented placeholder elements like enemy encounters, NPCs, and loot locations to simulate the intended gameplay structure.
  • Used a Level Design Kit for rapid prototyping and developed a PureRef board to guide the visual and thematic direction.
Result

The level reached a fully playable state early in development. Despite the minimal visuals, the core gameplay loop like exploration, reward discovery, and story progression was clearly communicated. This roughout provided a strong structural base for subsequent design and visual iterations.

4

Iterating the Roughout

Goal
Transform the Crash Site and Perimeter Yard into a cohesive, immersive opening sequence. Playtests showed that players often missed key elements like the crash, the initial conversation trigger, and the cliff-edge panorama — resulting in a weak narrative start. The redesign also replaces the simple cut-down fence with a small environmental puzzle supported by breadcrumbs, adding player agency and reinforcing the facility's security. Overall, the goal was to strengthen environmental storytelling, guide early player progression, and elevate the visual and emotional tone from the very first moments of gameplay.
IR 1
IR 2
IR 3

Solution:

  • Redesigned the Crash site to open with a short cinematic conversation, followed by a panoramic reveal and title card.
  • Reworked the left-side perimeter entry: instead of a simple cut-down fence, the route now features a small environmental puzzle supported by breadcrumbs. This adds a moment of player agency, slows the pacing in a meaningful way, and reinforces the idea that the facility is secure and must be outsmarted rather than simply walked into.
  • Introduced an early jump challenge using a broken cliff edge that naturally leads players toward their first enemy encounter, creating tension and engagement right from the start.
  • Refined lighting, and sky atmosphere to establish a cohesive mood and enhance the sense of scale and realism.
  • Game Mode upgrade: switched to ALS for smoother movement and interaction.
Result

The redesigned introduction now feels alive, intentional, and narratively cohesive. Players begin with a cinematic overview, transition into a moment of tension, and naturally follow a guided path shaped by visual cues, environmental puzzles, and storytelling. The improved atmosphere, exploration opportunities, and refined gameplay systems create a stronger first impression and a more engaging start to the experience.

5

Moving to the Blockout

Goal
I assessed the level using core level design principles and identified that the spaces of the facility lacked spatial depth, player guidance, and purposeful Interactions.
MB 1
MB 2
MB 3
MB 4

Solution:

  • Improved player orientation by introducing a tall landmark structure with distinctively coloured structured pillars, creating a strong visual anchor that guides navigation. This landmark naturally draws players toward a key narrative reveal connected to the SEC K04 bunker.
  • Identified a sequence break where players could enter through SEC K03 and miss key Commander Suite story beats. To fix this, I locked SEC K03 and redesigned the traversal flow to guide players naturally toward the Commander Suites, ensuring consistent narrative delivery while preserving player agency.
  • Expanding Dormitory Spaces for Balanced Golden Path & Optional Exploration: Initially, the dorm building served as an optional exploration area with light rewards. After playtesting, I expanded the dorms into two distinct floors. Dorm A became part of the golden path, supporting core intel-gathering and narrative progression. Dorm B (Second Floor) was developed as an optional reward space, offering additional loot and traversal-based exploration opportunities. This adjustment created a healthier balance between required progression and optional discovery.
  • Redesigned the Armory to expand its interior layout, improving pacing, combat readability, and tactical options through refined cover placement. Introduced a locked SEC K02 bunker door to subtly foreshadow deeper facility routes, and rebuilt a key narrative moment in the Armory Annex to strengthen story delivery during player exploration.
  • Each area uses a consistent prefix-wing-depth code (e.g., LAB K12, SEC K03) to create a coherent world logic that supports player orientation and environmental storytelling.
Result

The updated blockout layout delivered a stronger visual rhythm and a clearer spatial hierarchy, allowing players to read the environment more intuitively. The facility as a whole began to feel more alive, layered, and naturally navigable.

6

Iterating the Blockout

The Primary focus of this iteration was to:
  • Finalize the first tutorial enemy encounter.
  • Polish the Right-Side areas, including the Armory Annex and Commander Suite, as well as the Left-Side Parking Lot, improving layout clarity, navigation flow, and environmental storytelling.
  • Refine the Briefing Suite and Commander Suite, focusing on their connections from all entrance points to strengthen spatial hierarchy, and player orientation.
  • Start working on lighting and post-processing to enhance overall atmosphere, improve visual hierarchy, and support gameplay readability throughout the level.
IB 1
IB 2
IB 3
IB 4
IB 5

Solution:

  • I originally planned the first enemy encounter right after the player descends the cliff, followed by a takedown and a cinematic showing the heavily guarded main gate. It felt like too much at once, so I moved the first encounter to the cliff edge to give the player a breather.
  • Reworked the parking lot with props for stealth traversal, attention-guiding lighting, and Blueprints for interactions.
  • In the Briefing Suite, my focus was on elevating clarity and purpose. I refined the geometry, rebalanced the lighting, and reorganized props to create a cleaner, more functional environment that feels lived-in and supports both player interaction and key narrative moments. All entrance points on the ground floor were also reworked to provide balanced combat encounters, ensuring fair and readable engagements from every approach.
  • Color-coded non-interactive props (e.g. doors) in neutral grey to reduce visual noise.
  • Introduced post-processing to reinforce a slightly oppressive mood and guide player perception.
Result

The level became more readable, grounded, and tactically interesting. The updated layout offered players more strategic options during combat, while lighting and visual cues helped guide navigation and reinforced the setting's mood.

7

Refining the Blockout

Goal
This iteration focused on deepening the player experience in the Armory Annex and Entrance to Security Command Center areas by: improving pacing and route design, adding verticality and strategic options, and expanding environmental storytelling and mood through lighting and narrative setups.
Ref 1
Ref GIF 1
Cinematic truck entry
Ref 2
Ref GIF 2
Animation preview
Ref 3
Ref GIF 3
Animation preview
Ref 4

Solution:

  • Added dynamic environmental storytelling. A truck entering the facility becomes a visual anchor that draws the player's eye as they slide down the cliff, using motion and composition as leading lines toward the main entrance.
  • Expanded the Armory annex, blocking direct access & allowing player to foreshadowing of the scene, enemies & different approaches.
  • Added narrative graffiti and environmental storytelling elements to convey the area's past and hint at what occurred here, enriching player context and deepening the atmosphere.
  • Players were struggling to locate the ladder leading into the Security Command Center, so I replaced it with a rounded staircase supported by environmental leading lines and targeted lighting. This redesign creates a clearer visual path and naturally guides players toward the intended entry point.
  • As the player approaches the facility via the left-side route, the container corridor features a small, broken entry point that subtly foreshadows the storage complex hidden beneath the Security Command Center. A brief cinematic beat provides the player's first glimpse into the facility's deeper operations, ensuring that both infiltration paths deliver balanced narrative setup and consistent environmental storytelling.
Result

The dynamic truck-entry set piece that preserves player agency while supporting multiple approach options with narrative elements. The Armory Annex offered a more atmospheric, story-driven space, reinforcing the mystery of the facility and giving space for emotional pacing between combat sequences.

Key Design Lessons

Building this level taught me several important lessons:

  • Emotional pacing is as important as mechanical pacing.
  • Environmental storytelling can carry narrative weight without cutscenes.
  • Spatial hierarchy naturally guides player expectations.
  • Every area should answer "Why does this exist?"

This project helped me refine my ability to blend narrative and gameplay into a cohesive experience.