Blacksite Retrieval
Star Wars Level Blockout
Note: This level and page are still in progress, what you see here isn’t final.
Finished: TBD
Team Size: 1
Duration: 1 month
Engine: Unreal Engine 5.7
Tools used: Third Person Shooter Kit, Adobe Illustrator, Perforce
Overview
In this level, you play as an undercover stormtrooper on a rescue mission inside an Imperial blacksite, infiltrating the facility, sneaking through vents, uncovering a secret kyber-powered weapons operation, and fighting through engineering spaces to reach the prison. The level emphasizes cinematic progression, clear environmental storytelling, and escalating reveals as you move from security and oversight areas into the reactor, containment, and detention sections.
Design Intentions
My goal with this level was to create a cinematic Star Wars infiltration experience centered around readability, progression, and environmental storytelling. I wanted the player to feel like they were uncovering more than they were supposed to as they moved deeper into the blacksite, starting with a straightforward rescue objective and gradually discovering a hidden kyber-powered weapons operation. The level was designed to guide the player through a sequence of distinct gameplay beats, including security clearance, alternate routing through vents, engineering combat, narrative reveals, and the final prison rescue, while maintaining clear pathing and a strong sense of place. Across the blockout and scripting work, I focused on making each space feel purposeful.
Full Walkthrough
Map
Reference Board
Iteration
Iteration #1
Iteration #1 - Landing Area
My first pass on the landing area established the core footprint and central security checkpoint, but the space felt too open and vague in how it communicated progression. While the circular checkpoint created a strong focal point, the surrounding layout did not clearly differentiate where the player should go next or what each adjacent space represented.
Iteration #1 - Reactor Room
My initial reactor room blockout focused on establishing combat space, cover, and the broad industrial tone of the engineering section. It communicated the general idea of a reactor environment, but the room lacked enough layering, density, and architectural structure to fully sell the scale and function of the space.
Iteration #2
Iteration #2 - Landing Area
In the second iteration, I simplified the center and restructured the room to improve readability, compartmentalization, and navigation. Replacing the heavy central checkpoint with a lower, more purposeful focal element opened sightlines, clarified the surrounding destinations, and made the space feel more like a readable Imperial hub rather than a single large undifferentiated room.
Iteration #2 - Reactor Room
In the second pass, I pushed the room further toward a more believable and visually distinct Imperial engineering space by adding stronger overhead pipework, more developed machinery silhouettes, and clearer spatial framing. These changes helped the room feel denser, more intentional, and more thematically tied to the hidden kyber-powered operation, while also improving the combat readability and sense of progression through the space.