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Level & Environment Designer
Terra's Toll | Starfield
Playthrough Video
“Terra’s Toll” is a single-player level intended as a freestanding quest for the video game Starfield, taking place after the Chapter Unearthed of the base game, The level combines puzzle-solving, exploration, combat, and investigation.
Players set out from New Atlantis to investigate a confidential project that was suddenly halted by Aeternum, gradually uncovering its truth.
Terra's Toll
Tool: Starfield Creation Kit
Development Time: 16 weeks
Average Playtime: 40 minutes
My Role: Level Design (Layout, Quest, Combat, Narrative), Programmer, Artist
Level Design Features
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GRAVITY TOGGLE MACHANIC
Zero-gravity scenes are a feature of Starfield, and I created related puzzles based on this mechanism.
Players can toggle gravity on or off via some equipment. Disabling gravity allows them to float and access otherwise unreachable spaces like vents, while restoring gravity enables the lights and power.

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A Broken Elevator:
The elevator itself is unusable, but when gravity is disabled, players can ascend through the elevator shaft to reach higher areas.
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Gravity Switch Device:
A custom device that allows players to toggle the station’s entire power system, enabling them to control gravity, lighting, and terminal power.

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FACTION-BASED COMBAT CONTROL
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This level offers players a variety of combat style options. Players can change turret’s faction through terminals in the scene, redirecting their targeting behavior. This mechanic supports stealth, turning factions against each other during combat.

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Enemy Waves Control Scripts

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Enemy Waves Control Scripts
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DIVERSE BATTLE STYLES
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The level offers a variety of combat scenarios, blending verticality, spatial diversity (including interior and exterior), and enemy variety to create dynamic engagements.
Players will fight across multi-level platforms, lab corridors, adapting their combat tactics.
By combining different enemies with changes in gravity, combat encourages strategy and adaptation.


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Interior + Exterior Combat Scene
Multiple platforms connected by catwalks expand the verticality and flexibility of combat


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Combat scene in a zero-gravity environment
By combining different enemies (ranged + melee + turrets) with gravity shifts, combat encourages strategy and adaptation.
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PACING DESIGN
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To make the combat rhythm engaging, in addition to having more types of enemies, the order of enemy appearances, their strength combinations, and wave patterns are also important considerations. I use Papyrus scripting to achieve precise control over enemy waves.
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Enemy Waves Control Scripts
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LIGHTING DESIGN
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Lighting in Terra’s Toll is not only atmospheric but functional, the light in the level dynamically shifting in response to gravity (and power) states to enhance both immersion and navigation.

Emergency Lighting (Power Off / Zero-G)
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Red-toned, low-intensity lighting activates when power is disabled, immersing the player in a tense, uncertain environment. And it also reveals emergency power through red lights.
Normal Lighting (Power On / Gravity Restored)
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This state of lighting supports combat, navigation and puzzle-solving.

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LANDMARK DESIGN
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Landmarks in Terra’s Toll are placed to support both navigation and storytelling, offering players strong visual anchors during their exploration.

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The laboratory and its rooftop radar serve as a Global Landmark, constantly guiding players in their exploration.
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The huge Machine Room serves as the Regional Landmark of the laboratory, guiding players to their final goal.

Documentation
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Click to download my level design document
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