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StepDown

Software: Creation Kit

Development time: 200 hours

Platform: PC | Steam

Average Playtime: 20-30 minutes

Level Summary

The level is set in a remote settlement on the planet Gagarin, the player is sent to investigate a surge of organ trafficking cases in Novark Town. Clues lead them from a club investigation to the center of the Hirakulu Company Lab, where they uncover disturbing medical experiments.

The mission features branching dialogue, scene-based storytelling, and multiple gameplay elements including puzzle-solving, combat, and skill-based interactions such as persuasion, stealth, digipicking, and bribery. It culminates in a final moral choice that challenges the player’s ethics and influences the story’s resolution.

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Level parameters:

  • 15+ minutes of gameplay

  • 1 exterior space

  • 1 interior space

  • 1 main quest

  • 1 side quest

  • 1 morally-grey choice with branching ending

Gameplay

Design Goals

Diverse Gameplay

Level supports a wild range of playstyles - from aggressive firefights to stealth and skill-based solutions like turret hacking, persuasion, and bribery.

Exploration & Replayability

Through intentional Level design techniques, leads players revisit key spaces with new abilitys and perspectives - unlocking shortcuts, uncovering additional narrative context through  interactions.

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Progressive narrative

Quests are designed with a complete narrative arc and built through multi-branch dialogue, environmental storytelling, and a robust quest system that adapts to non-linear player choices without breaking progression.

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Visual Conveyance

Lighting, landmark silhouettes, and in-world signage guide players intuitively through objectives, minimizing the need for HUD markers and preserving immersion.

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Design Progress

Level Layout -  Novark Town Center

The level begins in an exterior area, Novarke Town, which is designed as the central hub that players revisit multiple times throughout the quest. 
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The
two main interior buildings where the quest primarily takes place are positioned on the left and right sides of the town and are marked with large, bright LED lighting to serve as clear visual landmarks.

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​The triangular layout supports smooth player flow with minimal backtracking and provides efficient routes between objectives while maintaining strong spatial clarity.

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A central statue is positioned in the town square as a key landmark, guiding player orientation while contributing to the visual identity of the environment.

The clinic’s spherical rooftop serves as a secondary landmark. It not only marks an important destination, but also subtly guides players deeper into the area toward the Club.

Level Layout -  Club

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Club - Dance Floor

In the first interior—the sub-final objective—the boss, “Jake,” is positioned on the second floor in front of a large window, immediately visible from the player’s point of view.

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Moreover, along the player’s sightline, both the entrance to the club’s backstage and the Quest NPC are clearly visible, establishing the next objective and naturally guiding the player forward into the next space.

The dance floor is designed as an open space to increase the verticality of the environment. Stairwells positioned along the sides provide efficient vertical traversal, allowing players to move up and down freely.
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This open space later becomes the
encounter area when players confront Jake. The increased verticality supports more dynamic combat choices, giving players opportunities to reposition, control space, and gain tactical advantages from higher ground during the encounter.

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Club - Backstage First Floor

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On the first floor of the Club backstage, the layout is designed around a circular movement flow.

While the objective is visible through glass, the
direct path is blocked, encouraging players to loop through the side offices before reaching the stairs.

The space was blocked out using narrowed hallways to encourage players to move carefully and approach the area with stealth skill.

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Club - Backstage Second Floor

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On the second floor, the space becomes more open and expansive, to support a larger combat encounter in the area.
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Side rooms provide
cover options, as well as retreat shortcuts, while M/L object placement along the hallways pushes players forward and guides them toward the boss encounter.

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As players progress, more shortcuts unlock to support faster retreat and minimize repetitive backtracking through the building.

Level Layout -  Lab

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This area was refined multiple times during development. To better serve the narrative, I revised the original concept from an abandoned building to a laboratory space.
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Original Design​ Draft

Lab - First Floor

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Lab - Second Floor

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Shift of Layout:
The second-floor structure also went through several iterations during development.
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In early versions, players accessed the second floor through patient rooms, with the office area placed on the right side, causing repeated backtracking during quest progression.
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Through several playtests, reflect that this layout disrupted pacing and navigation clarity due to frequent hallway revisits.

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To improve flow, I relocated the office area to the left side of the map and added a new stairwell connecting directly to it.  I also introduced an additional encounter to reinforce progression and guide player movement.

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As a result, players now follow a clear looped path from the office area back to the main hall and toward the CEO office, which serves as the final encounter and player choice.

Combat Encounter Showcase

Combat encounters were designed around cover placement, enemy variety, and player repositioning.

Exterior spaces provide wider sightlines and flexible movement, while interior lab spaces create tighter, more focused combat pressure.

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Exterior Encounter

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Interior Encounter - Lab Space

By combining ranged and melee enemies, the encounter encourages players to break line of sight, switch positions, and adapt their combat strategy throughout the fight.

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Featured Interaction Mechanics

Haking System

Turret hacking provides an alternate combat solution by allowing players to convert hostile defenses into friendly support, rewarding exploration and system interaction.

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Object Interaction

Interactive objects serve as narrative and progression tools, allowing players to uncover key information, update objectives, and advance the quest through environmental investigation.

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Laptop Logs reveal critical story context and guide players toward the next objective.

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Key Items unlock restricted paths and create clear progression gates.

Narrative Progression

The quest begins as a missing-person investigation in the town of Novark. Through exploration, environmental storytelling, and conversations with local residents, players gradually uncover clues instead of receiving direct exposition.

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Turning Point 1

Players discover that the missing-person cases are connected to an underground organ trafficking operation.

This shifts the quest from a local investigation into a larger conspiracy.

Turning Point 2

Players learn that the laboratory uses human experimentation to develop a cure for the town’s disease.

This reframes the conflict as a moral dilemma rather than a clear good-versus-evil choice.

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Quest Structure Design

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 The quest is designed as a complete narrative experience built around multi-branch dialogues, where player choices directly shape outcomes. Throughout the quest, different dialogue options lead to distinct consequences, reinforcing the core theme that choices matter.

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From the initial LDD to the Game Complete milestone, I iterated on the quest structure multiple times to strengthen narrative clarity and player agency. For the final decision point, each option presents clear trade-offs—with at least two advantages and disadvantages—encouraging players to think, reflect, and take ownership of their choice.

Robust Quest Structure

The quest is built around a robust state-driven structure to ensure progression remains stable even when players complete objectives in an unexpected order.

Each interactive event is assigned an independent Quest Stage threshold, allowing triggers, dialogues, and objectives to activate only when their required conditions are met. This event-driven structure maintains narrative pacing, preserves logical progression, and prevents sequence breaks while still supporting player freedom during exploration.

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Each gameplay event validates the current Quest Stage before execution, ensuring progression remains stable regardless of exploration order.

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Player Agency

Player agency is built through:

  • Dialogue choices

  • Optional interactions

  • Environmental storytelling

  • Relationships with key NPCs

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Dialogue Branching

  • Critical Information

  • NPC Bonding

  • Bonus Lore

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Skill-Based Dialogue

  • Persuasion / Bribery

  • Combat Alternative

  • Multiple Solutions

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By exposing different perspectives before the finale, the quest encourages players to evaluate the trade-offs themselves and make a final decision that reflects their own values.

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Dialog branching design in Engine

Choice & Consequences

Final decisions are tracked through Quest Stage states, allowing different choices to trigger distinct ending scenarios.

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After the final decision, the level presents consequence scenes that reflect the player’s choice. Each branch changes the ending state of the world, showing how the player’s decision affects the town, the patients, and the people involved.

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Outcome 1 — Support the Research

  • Cure Developed

  • Human Experimentation Continues

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Outcome 2 — Shut Down the Laboratory

  • Human Experimentation Ends

  • The Cure Is Lost

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Quest Scripting

Implemented complete quest using Papyrus scripting, including:

  • Quest stage setup

  • Scene setup

  • Trigger logic 

  • Interactive consequences

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Gallery

Post-Mortem

What Went Well?

Level Layout Variety

The level featured a diverse set of spaces—from the town square to the nightclub and the lab facility—each with distinct pacing and gameplay goals. I also paid attention to interior decoration to ensure each environment visually matched the tone of the narrative and scene.

What Went Wrong?

Frequent Narrative Changes

The narrative went through several revisions during development, which caused the lab layout to change repeatedly up until the GC milestone. These late changes led to inconsistencies in pacing and character motivation, and affected how certain scenes connected—making the overall story feel less cohesive than originally planned.

What I Learned?

Early Structure Enables Flexibility

I learned that having a solid foundational structure—both in narrative and layout—gives me more freedom to iterate later without breaking other systems. Locking in core elements earlier allows time for polish and deeper integration between story and gameplay.

Combat Setup and Faction Control

Too much interactive objects

I carefully configured faction alignments and assigned appropriate factions to different NPC types. This prevented unintended behavior like panic or friendly-fire during encounters, allowing combat to feel controlled and consistent with the quest flow.

The level contained 3+ keycards used for progression. While functional, having too many keycards across different objectives became repetitive and occasionally confusing for players. To improve this in future projects, I would reduce the number of keycard gates, consolidate their purpose across multiple objectives, and integrate access more organically through narrative triggers or player choices to keep progression.

Quest and Scene Scripting

I implemented the majority of my quest structure during the early milestones, and the scripting remained stable throughout progress. This included a variety of scene types (cutscenes and ambient dialogue), dynamic objective progression, and consistent scripting logic. Most milestones were stabled, that were able to complete the level from beginning to end without encountering any major showstoppers.

Use Narrative Clues Beyond Dialogue

I learned the value of delivering story information through gameplay, environment, and repeated character interactions—not just dialogue. Relying solely on conversation can overwhelm the player and limit emotional connection. In future, I’ll aim to build narrative depth through in-world clues, ambient storytelling, and recurring NPC interactions that evolve over time, giving players more reasons to care—and more weight to their final choices.

Gameplay Should Reinforce Narrative

While developing this project, I realized how importance of making gameplay mechanics feel meaningful within the narrative context. When designing or using gameplay elements, they should reinforce story themes—such as moral tension, trust, or persuasion—rather than defaulting to purely functional solutions. For example, door access could vary based on how the player interacts with NPCs, turning progression into a reflection of player choice rather than just key collection.

Play the Level

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