LEVEL DESIGN WORKBENCH

Level Design

A visual record of the spaces I study and the playable layouts I build, from early reference gathering through intentional player flow.

CURRENT LEVELIN PROGRESSBLOCKOUT · v10

Site Zero

An SCP-inspired facility level built in Unreal Engine 5 across two maps: a surface entrance dug into a hillside, and the Proving Grounds, an underground facility the player fights through zone by zone. It is in blockout: the layout, sightlines and pacing are being locked down in greybox before any art pass.

Site Zero is the level for my third-person shooter SCP_TPS →

  1. Forecourt
  2. Door 201
  3. Security checkpoint
  4. Descent lift
  5. Zone A
  6. Armory
  7. Zone B
  8. Zone C
  9. Zone D arena
  10. Return lift
ROUTE WALKTHROUGH

The route, start to finish

A walkthrough of the critical path built from the v10 blockout captures, in the order the player reaches them: surface, Zones A to D with the F2 flank and Sector L detours, then out through the main corridor to the service yard.

CAPTURED-SHOT WALKTHROUGH · NOT GAMEPLAY0:39 · MUTED · PLAYS WHEN IN VIEW
  1. Forecourt
  2. Vestibule
  3. Checkpoint
  4. Zone A lobby
  5. Archive
  6. Zone B hall
  7. F2 flank
  8. Zone C atrium
  9. Medical bay
  10. Sector L
  11. Zone D arena
  12. Main corridor
  13. Exit checkpoint
  14. Service yard
REFERENCE LIBRARY

Reference Images

The references Site Zero is built from: the surface entrance, the Door 201 target look and the facility floor blueprints, gathered before the first greybox and used to plan composition, scale and room types.

REFERENCE · 1 OF 6
Surface entrance

Concept for the surface level: a secure blast door cut into the hillside, guardhouse, vehicle checkpoint, freight elevator, vent shaft and surveillance tower. The key reference for the exterior map.

AI-generated concept reference

REFERENCE → BLOCKOUT

From reference to greybox

How the references turned into geometry. The Door 201 capture was framed to match the target render, so the two line up for a direct comparison; the Zone A plan is shown next to the blueprint it was laid out from.

DOOR 201 · REFERENCE VS BLOCKOUT

Greybox blockout of the same entrance, with the door marked 201 under warm lights
Reference render of a concrete bunker entrance with a large metal door marked Door 201 and a guard booth
REFERENCEBLOCKOUT · v8

ZONE A · BLUEPRINT VS PLAN

DEVELOPED DESIGN · WORK IN PROGRESS

Blockout

Site Zero is currently in blockout. Everything below is greybox: engine grid materials, simple meshes and placeholder lighting, built to test the route, cover and readability before art.

STATUS: BLOCKOUT IN PROGRESS · LAYOUT AND LIGHTING SUBJECT TO CHANGE

PROVING GROUNDS · ANNOTATED PLAN

Top-down blockout plan of the Proving Grounds map showing Zone A, the Armory, Zone B, Zone C, Sector L to the north and the octagonal Zone D arena
ZONE AARMORYZONE BZONE CSECTOR LZONE D · ARENAMAIN CORRIDOREXIT LIFTF1F2F3Sector LSTART · LIFTEXIT → SURFACE
CRITICAL PATH (DASHED = FREE MOVEMENT IN ARENA)OPTIONAL ROUTES F1 · F2 · F3 · SECTOR LSIGHTLINE, RAYCAST CLEAR (✕ = BLOCKED)PLACEHOLDER ENEMY POSITION (HOLLOW = MEZZANINE)BOSS SEAL TRIGGER · SPAWN POINTSCRIPTED ANOMALY EVENTPICKUPSEALED EXITWALLS · COVER · DOORS
PLAN NOTES · ROUTES, SIGHTLINE CHECKS, SEALED EXITS
OPTIONAL ROUTES
  • F1 · Zone B west egress → emergency shaft → one-way door into the Records Archive
  • F2 · Maintenance corridor behind the Zone B north wall, with an ammo cache
  • F3 · Emergency shelter C-1 off the atrium: med-kit and staff roster
  • Sector L · Optional Light Containment wing north of the Zone C→D stairs; its west exit is sealed
SIGHTLINES (EYE HEIGHT)
  • CLEAR · Lift doors → lobby and Armory door
  • CLEAR · Zone B entry → centre enemy position
  • CLEAR · Zone B entry → south enemy position
  • BLOCKED · Zone B entry → north enemy position, broken by high cover
  • CLEAR · Zone C centre line across the atrium
  • CLEAR · Arena door → containment cell door
  • CLEAR · Arena exit shutter → exit checkpoint
SEALED EXITS
  • S1 Zone C east lift
  • S2 main-corridor lift
  • S3 Sector L west exit
  • S4 Zone D north exit
  • S5 Zone D south exit
  • F1 shaft surface hatch

BLOCKOUT CAPTURES · v10

19 SHOTS

The player starts on the forecourt facing Door 201, then passes through a security checkpoint to the descent lift.

SURFACE · 1 OF 6
Terrain pass

Heightmap landscape blocking in the hill the facility is built into.

ITERATION LOG · v4 → v10

Each pass is scripted, rebuilt and re-captured, so the level moves forward in clear steps.

ITERATION · 6 OF 6
v10 · Nov 3 · Routes, exits and detail

Flank routes F1–F3, six clearly sealed exits and a detail pass across both maps.

The captures on this page are from this pass.

NEXT · v11–v13 IN PROGRESS · Later passes already exist in the editor, including weapon pickup and arena combat work. Captures will be added once they are reviewed.

19 BLOCKOUT CAPTURES · v10 PASS · CLICK ANY IMAGE TO ENLARGE