Professional

A Quiet Place: The Road Ahead

Single-player horror adventure game inspired by the critically acclaimed blockbuster movie franchise. Survive in silence.

Role Senior Level Designer
Year 2022 - 2024
Engine Unreal Engine 5
Genre Horror/Adventure
Perspective First Person
Players Single Player
Release 17/10/2024
Metacritic 7.4/10
Steam 7.7/10
50+ Designed Levels

Responsibilities

  • Level's concept and researching of visual references based on Dev Team's necessities.
  • Collaborating with the Dev Team to create Level Beats and Narrative/Gameplay Tension Graphs.
  • Sketching top-down layouts to show the Level's flow to the Dev Team.
  • Iterative reviewing of the layouts and documentation with the Dev Team to ensure everything is within scope before blocking out.
  • Establishing efficient in-engine rules to maintain organized and cleaned Levels and Assets hierarchy.
  • Blockout.
  • Implementation of gameplay objects, puzzles and AI encounters.
  • Collaborating with the Development team to integrate features and addressing technical problems.
  • Iterative balancing, testing and feedback integration.

Overview

As a Senior Level Designer at Stormind Games, I had ownership and control over four main levels of the game: The Hospital, The Ranch, The Forest, and The Pump Station.

Level Breakdown

Hospital

Design Intentions

Designed to act as a tutorial. The beginning sets the mood: slow, calm, story-focused. The player feels safe — silent floors, soundproof walls and sandy paths give confidence to explore freely ("Hey, I can run here"). The hospital looks big and confusing at first, filled with clear landmarks and signs; sandy paths double as a strong guidance tool. When the hospital assault begins: total chaos, the realization no one is safe — screams, blaring red alarms, people running. The player builds confidence with "Silent Navigation" and the importance of slow walking, slow interactions and hazard awareness. A tight, narrow hallway forces a silent sneak past a monster with seemingly no safe spots — first active encounter with the alien creature, designed to get the heart pounding. Near the exit, when the player thinks he's clear, an unexpected accident breaks expectations into a simplified hide-and-seek with the creature. Vibe inspired by the parking lot scenes in The Last of Us: dark setting, a few flickering lights in key places, a single clear green light pointing to the objective.

Major Challenges

Balancing pacing (first part quiet exploration, second intense gameplay). During exploration with no action, carefully placed points of interest to hold attention. The big problem: running. In a world where noise means death, running should be a huge risk, but players find it boring if they can't run at all. Even though the hospital is a safe zone, justified running via soundproof floors/walls and sand to signal safety. For navigation: automatic doors open/close based on the player's progress, guiding while keeping the building coherent and believable.

Ranch

Design Intentions

All about storytelling. Goal: let the player freely explore the whole area without feeling threatened — the intense rain (as in the movies) is a perfect noise cover, so no immediate dangers. Environmental storytelling owns this level: clear the area was devastated by an alien creature. Navigation straightforward: lights, slightly opened doors, signs, broken windows, sandy paths; plus optional challenges that reward observation and extra exploring. Played with perspective for "aha!" moments (a wardrobe hiding an entrance from one side but revealing it from the other). Final section: rain stops, no noise cover, removed running/exploration — player feels vulnerable, must follow Martin's instructions closely. Focus shifts from free exploration to guided survival.

Major Challenges

Making the level feel both vertical and exploratory — areas visible but unreachable. A tricky but fun problem: blocking a first-floor hallway in an architecturally sensible way — work as a shortcut from one direction while still see-through from both sides.

Forest

Design Intentions

Like the Hospital, introduces new mechanics and makes the player feel he's progressing in gameplay style. A forest at night = "danger is everywhere": the alien is always lurking. Raised awareness with several Noise Hazards; aimed to make the player a bit disoriented but still in control. Train tracks and lights as main guidance tools. Played with views, compositions, audio events for jumpscares and tense situations. Most interesting part = the alien encounters: for the first time the player feels power rather than powerlessness, given tools to actively confront the creature with newly learned mechanics.

Major Challenges

First level where the player can die almost anywhere, anytime. Most games have distinct fight-or-safe locations, but not AQP — worked from the idea the player can die 99% of the time, so each level took many compromises to balance and keep suggesting the player is never safe. Hardest for interiors, where architecture had to justify why the creature could reach and kill the player. The alien is very big: defining satisfying gameplay metrics was hard; even normal structures like houses designed with unreal proportions (vs real life) to let the creature move correctly.

Pump Station

Design Intentions

A deep dive into puzzles, tension and constant anxiety. Goal: a dark, challenging environment pushing players to their limits, testing every skill learned, introducing two new elements: flares and powerful hot water leaks. Pace mixes puzzle-solving and alien encounters; puzzles progressively harder; the final one forces a thrilling hide-and-seek with the creature. Favorite part: the start of the final encounter — a tight, oppressive space where the alien slowly walks straight toward the player. No room to run; the only option is to face the threat. On a deeper level, a metaphor for the protagonist's emotional state: her fall and slow battle to regain confidence, ready by the end to confront the alien with newfound courage.

Major Challenges

One of the most enjoyable to create (passion for horror and puzzle games). Primary focus: being creative with puzzles and events so pacing felt just right and every moment stayed fresh and engaging.