top of page

POWER STATION

FULL PLAYTHROUGH

SUMMARY

You are a Resistance member looking for a safe way back into the city. The journey takes you through the ruins of an industrial town, once a Resistance stronghold but now abandoned and laced with traps and defenses. You must carefully navigate the hazards and disable the energy field blocking your path.

ABOUT MY LEVEL

  • Team Size: Solo

  • Unreal Engine 5, Photoshop, Illustrator

  • Paris Stacy (Valve) Level Design Kit

INSPIRED BY

  • Half Life 2

  • Dishonored

TOP-DOWN MAP

Minefield

Player Start

Apartment

Exit

Trainyard

Power Station

Elevator Puzzle

GOALS

My main goal was to design a gameplay-dense, interconnected layout built on realistic architectural metrics. I also implemented a hub-and-spoke structure to the elevator puzzle section of the level.

 

 I focused on a strong opening with a clear visual goal, culminating in a state-change power-down finale that transitions into a chase sequence.

BLOCKOUT KIT

I used UE5’s Modeling Tools to build a modular kit based on industry-standard metrics. The kit includes both intact and fractured versions of structural mesh, enabling quick swaps to define the level's visual history during blockout.

 

I settled on a 4m vertical ceiling metric and 0.5m floor depth to ensure the spaces felt grounded and comfortable for gameplay.

HighresScreenshot00027.png

SHOWING THE MAIN OBJECTIVE

My approach to showing the player the overall goal involved using lighting and orientation as primary signifiers.

 

I framed the goal as the player emerges from the tunnel and added an electrical hazard/audio cue  behind the fence to further ensure the overall goal was clear from the moment of entry.

HighresScreenshot00012.png

I utilized a destroyed window frame within the apartment to re-establish a vista of the objective. This provides a constant visual anchor, grounding the player's position and reinforcing their primary goal during the interior sequence

GUIDING THE PLAYER

Points of interest are highlighted through intentional lighting placement to guide the player's eye.

 

Here, the lighting frames both the destination and the path required to reach it, establishing a clear visual goal and reinforcing spatial awareness from the outset

HighresScreenshot00015.png
FlickeringLight.gif

Flashing lights serves as a subconscious 'nudge' here, drawing the player toward specific areas without relying on overt UI markers.

 

This design choice encourages a brief moment of exploration within the entry space before the main path is revealed.

Breadcrumbing (Loot and Fire VFX) is used here to guide the player out onto the ledge toward the open window.

 

By placing a collectible in the line of sight as the player exits the apartment, I reward observational play while clearly defining the path forward.

Breadcrumbing.gif

TUTORIALIZATION

I utilized a tiered approach to mechanic introduction to ensure intuitive progression. This involved developing a system for just-in-time UI notifications that trigger based on player proximity to specific obstacles. This method allows for a learn-by-doing experience, where mechanics are introduced individually and gradually combined to increase gameplay depth.

CrouchTutorial.gif
FlashlightTutorial.gif

PROBLEM/SOLUTION ORDERING

I prioritize Problem/Solution ordering by introducing the gate or problem before the player discovers the key. This sequence allows the player to mentally register the obstacle first, fostering a sense of discovery and agency as they work out the solution through exploration.

In this instance, I use wooden boards as a physical gate and bricks as the key.

 

By placing the boards in front of a visible area, I allow the player to peer into the space without entering, building anticipation.

Boards.gif
BreakingBoards.gif

Once the player discovers the bricks later in the level, they backtrack to unlock the area, reinforcing the physics-based interaction as a recurring mechanic.

BATTERY PUZZLE DESIGN & SCRIPTING

FLOOR 1 TOP DOWN

SPOKE 1 - ELECTRICAL

SPOKE 2 - CODE LOCK

SPOKE 3 - LOCK AND KEY

ENTRY

ELEVATOR

LOCKERS

PUZZLE ENTRY/SETUP

I utilized a hub-and-spoke puzzle space for the. I revealed the elevator objective and battery mechanic as the player walks into the space, providing a persistent goal that as they navigate the surrounding sub-challenges.

PuzzleReveal.gif
ElectricalSpoke.gif

SPOKE 1

I developed three distinct spokes, each featuring a unique gameplay obstacle to test different player skills.

 

This specific spoke introduces a timing-based environmental hazard, requiring the player to navigate past exposed electrical wiring

SPOKE 2

This spoke utilizes a bait-and-switch layout. The player is initially presented with a locked door, requiring them to turn around to locate the key. 

YellowKeySpoke.gif
VentCodeSpoke.gif

SPOKE 3

This spoke features a code-locked door that secures the final battery. Progression requires the player to navigate a vent-crawl path into a break room to retrieve the hidden code, successfully rewarding observational play and adding variety.

FLOOR 2 TOP DOWN

GENERATOR

KEY

HATCH

ELEVATOR

GARAGE DOOR

REVEAL OF GENERATOR PUZZLE

Upon completing the lower puzzle, the elevator serves as a transitional vista. I strategically placed the elevator controls to force the player's orientation toward the generator, ensuring the next objective is framed and revealed during the ascent. 

ElevatorGeneratorReveal.gif
GeneratorPuzzleSolution.gif

GENERATOR PUZZLE SOLUTION

Following the generator reveal, I introduce a locked access hatch as the primary obstacle. The puzzle logic requires the player to locate a specific key to unlock the hatch, creating a necessary loop where they must retrieve a battery from the lower level and transport it via ladder to power the generator.

PSPuzzleBP.png

(Click to Enlarge)

ENDING & LEVEL SCRIPTING

To conclude the level, I scripted a climactic 'state-change' where disabling the power triggers an alarm alerting nearby enemies.

 

Since the player is unarmed, this transition intentionally shifts the gameplay from puzzle-solving to high-stakes evasion, creating a localized moment of anxiety that forces a desperate retreat toward the exit.

Finale.gif

(Click to Enlarge)

POST-MORTEM

Developing the Power Station was a great lesson in the value of iterative playtesting. I'm really happy with the final flow of the level and how complete it feels.

 

I think the largest point of improvement would be to refine the enemy detection logic and add spatialized dialogue to better signal the transition from puzzle-solving to the final chase sequence.

bottom of page