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Level & Environment Designer
Silent Shift | Starfield
Trailer
"Silent Shift" is a single-player level designed as a standalone quest for Starfield, set aboard a space station orbiting Neptune. The level emphasizes environmental storytelling and investigation, offering a narrative-driven experience centered on a mysterious murder.
Players, as a Constellation investigator, need to uncover the truth behind the sudden death of a chief scientist, Roo. By exploring nonlinear pathways, interviewing suspects, and examining evidence, players gradually reconstruct the timeline of events and identify the killer.
At the same time, a unique gravity-switching mechanic adds depth to spatial exploration and puzzle-solving.
Silent Shift
Tool: Starfield Creation Kit
Development Time: 8 weeks
Average Playtime: 20 minutes
My Role: Level Design (Layout, Quest, Combat, Narrative), Programmer, Artist

Level Design
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Non‑Linear Exploration Path
Silent Shift lets players choose their own route through eight zones. Key evidence can be discovered in any order, so every playthrough feels personal.
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Level Design Document

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The layout of the level (Created in TinkerCAD)
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Level Development Workflow
Pre-production Phase
Brainstorming, map design, script writing, and developing action blocks to explore and identify engaging ideas.
Level Design Document
Whitebox
Initial Gameplay


Gameplay Complete
Aesthetic
Production Phase
From whitebox to launch, the project followed fixed iteration cycles and milestone playtests, ensuring steady progress and an on time release.
Launch

Level Features
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Zero‑Gravity Environment
As a space-themed game, one of Starfield’s unique features is the manipulation of gravity. By writing Papyrus scripts, I made it possible for players to switch gravity during gameplay. I then used this mechanic as a signature element of my level design, supporting conveyance, creating puzzles, and adding variety to combat encounters.
By activating gravity switches, the player toggles between normal gravity and zero-G mode. In zero‑G, they could get through narrow ventilation shafts, and access catwalks that are unreachable on foot. In this way, it also verticality to puzzles.
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Implementation using Papyrus scripts

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The Switch that controls the power of the station

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The secret space (Vent)

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Zero-G Combat
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Multi‑Function Terminals
I designed and created some customized terminals to align with the storyline, including customized text and sub-menus.
It also includes sub-menus that require permission (Key Card) to unlock, adding an element of exploration fun.


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The Sub-menu of the terminal
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Environmental Storytelling
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Silent Shift replaces exposition dumps with visual clues: blood stains on ceiling, staggered footprints that stop before the entrance of an air vent, and flickering corridor lights that frame the path forward.
Many props, decals, and also lighting cues guide the player silently to the moments that led to the crime.


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Bloodstains of the victim
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Footprints of the killer
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