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
Engine
Unreal Engine 5
Genre
Horror/​Adventure
Perspective
First Person
Players
Single Player
Release date
17/​10/​2024
Duration
~7 hours
6.7/10 Metacritic 74% Steam 3.8/5 PlayStation

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 organised 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.
  • Supervising the artists' work on my levels, making sure the art pass preserves readability, colour, guidance, affordances, collisions and environmental storytelling, and keeps the Level Design intentions and the emotions the level is meant to convey.
On this page ▾
  1. Responsibilities
  2. 01Hospital
  3. 02Ranch
  4. 03Forest
  5. 04Pump Station

Hospital

Tension Graph · 7 Level Beats Low → High
  1. 1slow, calm, story-focused
  2. 2the player feels safe: 'Hey, I can run here'
  3. 3the hospital assault begins: total chaos
  4. 4building confidence with Silent Navigation
  5. 5a tight, narrow hallway — seemingly no safe spots
  6. 6near the exit, the player thinks they're clear
  7. 7an unexpected accident — hide-and-seek

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 assault on the hospital begins, it turns into total chaos and the realisation that 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 the player to sneak silently past a monster, with seemingly no safe spots: the first active encounter with the alien creature, designed to get the heart pounding. Near the exit, just when the player thinks they're safe, an unexpected accident turns into a simplified hide-and-seek with the creature. The mood is inspired by the car park scenes in The Last of Us: a dark setting, a few flickering lights in key places and a single green light pointing to the objective.

Balancing the pacing: the first part is quiet exploration, the second intense gameplay. With no action during exploration, carefully placed points of interest hold the player's 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. The hospital is a safe zone, so running is justified by soundproof floors and walls, with sand signalling that it's safe. For navigation, automatic doors open and close based on the player's progress, guiding them while keeping the building coherent and believable.

Ranch

Tension Graph · 6 Level Beats Low → High
  1. 1the intense rain — a perfect noise cover
  2. 2the area was devastated by an alien creature
  3. 3optional challenges reward observation
  4. 4aha! moments — a wardrobe that hides, then reveals
  5. 5the rain stops — no noise cover
  6. 6guided survival — follow Martin closely

This level is all about storytelling. The goal was to let the player explore the whole area freely without feeling threatened: the heavy rain, as in the films, is perfect noise cover, so there are no immediate dangers. Environmental storytelling drives the level, making it clear that an alien creature devastated the area. Navigation is straightforward: lights, half-open doors, signs, broken windows and sandy paths, plus optional challenges that reward observation and extra exploration. I played with perspective to create "aha!" moments, like a wardrobe that hides an entrance from one side and reveals it from the other. In the final section the rain stops. With no noise cover, running and free exploration are gone: the player feels vulnerable and must follow Martin's instructions closely. The focus shifts from free exploration to guided survival.

Making the level feel both vertical and exploratory, with areas that are visible but unreachable. A tricky but fun problem was blocking a first-floor hallway in an architecturally sensible way, so that it works as a shortcut from one direction while staying see-through from both sides.

Forest

Tension Graph · 5 Level Beats Low → High
  1. 1a forest at night — danger is everywhere
  2. 2several Noise Hazards raise awareness
  3. 3disoriented but still in control
  4. 4jumpscares and tense situations
  5. 5the player feels power, not powerlessness

Like the Hospital, it introduces new mechanics and makes the player feel their play style is evolving. A forest at night means danger is everywhere: the alien is always lurking. Several Noise Hazards raise awareness, making the player a little disoriented but still in control. Train tracks and lights are the main guidance tools, and I played with views, compositions and audio events to create jumpscares and tense situations. The most interesting part is the alien encounters: for the first time the player feels powerful rather than powerless, with the tools to confront the creature using newly learned mechanics.

First level where the player can die almost anywhere, anytime. Most games have distinct combat and safe areas, but not AQP: I worked from the idea that the player can die 99% of the time, so every level took many compromises to stay balanced while constantly 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, so defining satisfying gameplay metrics was hard: even ordinary structures like houses were designed with unrealistic proportions so the creature could move correctly.

Pump Station

Tension Graph · 5 Level Beats Low → High
  1. 1flares and powerful hot water leaks
  2. 2puzzles progressively harder
  3. 3the final puzzle — a thrilling hide-and-seek
  4. 4a tight, oppressive space — the alien walks straight towards the player
  5. 5no room to run — face the threat

A deep dive into puzzles, tension and constant anxiety. The goal was a dark, challenging environment that pushes players to their limits and tests every skill they've learned, while introducing two new elements: flares and powerful hot water leaks. The pace mixes puzzle-solving and alien encounters, with puzzles that get progressively harder; the final one forces a thrilling hide-and-seek with the creature. My favourite part is the start of the final encounter: a tight, oppressive space where the alien slowly walks straight towards 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.

One of the most enjoyable levels to create, thanks to my passion for horror and puzzle games. My main focus was being creative with puzzles and events, so the pacing felt just right and every moment stayed fresh and engaging.

A Quiet Place: The Road Ahead is a project developed by Stormind Games under licence from Paramount Pictures. It is not a Stormind Games IP.