The Rooms: rainy night construction yard with crane, museum lights, and Newfoundland coast

Unreal Engine 5 · Level Design

The Rooms: False Foundation

A 15–20 minute tactical stealth mission on the rainy cliffs of St. John’s, Newfoundland. Infiltrate a construction zone, uncover a bombing plot, and defuse explosives before a 10-minute fail-safe timer hits zero — built solo in UE5.

  • Level Design
  • UE5
  • Tactical Stealth
  • Environmental Storytelling

Project Overview

Genre Tactical Stealth
Engine Unreal Engine 5.6.1
Playtime 15–20 minutes
Camera Third Person
Timeline ~4 weeks
Role Solo Level Design

In The Rooms: False Foundation, players control Sid, a skilled spy infiltrating a high-security construction zone adjacent to a famous Newfoundland museum. What begins as a routine financial investigation spirals into a race against time when Sid discovers a terrorist plot to disguise a massive bombing as a “construction accident.”

Ghost vs. Panther

Every encounter supports silent non-lethal play (vents, shadows, distractions) and aggressive tactical combat (environmental kills, flanking routes).

Environmental Lethality

Cranes drop heavy loads, electrical grids can be weaponized, and gas tanks become traps — turning every room into a combat puzzle.

High-Stakes Atmosphere

Rain, fog, red sniper lasers, and guard radio check-ins create constant tension. Heartbeat audio and squeaky floors make every movement consequential.

Vertical Infiltration

Multiple entry points span massive height differences — from crane jumps to hidden maintenance rails. Higher paths offer better intel but greater danger.

Key Design Constraint

The level must communicate a major narrative shift — from a simple financial investigation into a critical counter-terrorism mission — using level geometry and environmental storytelling rather than scripted cutscenes.

Design Goal

Problem: How to design a non-linear stealth sandbox that provides total player agency while transitioning from a quiet, methodical investigation into a high-stakes, time-sensitive thriller.

Approach: I used a “Ghost vs. Panther” philosophy with multi-layered verticality — ziplines, gate breaches, and maintenance rails. The climax is player-triggered: disabling the signal in the Archives activates a 10-minute automatic fail-safe timer.

Result: A 15–20 minute experience that escalates from 3/10 difficulty during yard exploration to 9/10 during the final bomb dash, with every room supporting environmental lethality and a tense, Hitman-inspired atmosphere.

Level Flow

The level is divided into three primary zones with multiple entry paths connecting them. Three entry points give immediate agency: the high-risk zipline, the main gate, and the maintenance rail — all converging at the Site Trailer.

Annotated top-down layout: golden path, alternates, enemies, and objectives
Fig 01. Top-down map — three entry points (zipline, main gate, maintenance rail) converge at the Site Trailer regardless of approach.
3D zones overview: vertical layers and player flow through the level
Fig 02. 3D zones overview showing vertical layers and player flow through dock, yard, skeleton building, museum, and basement.

Walkthrough

Key design moments where mechanics, narrative, and spatial design work together — not every room, but every beat that matters.

01.1

The Boat Dock — Direct Mechanics Onboarding

Difficulty: 3/10 · Duration: 30 Seconds · Stealth & Traversal Tutorial

The mission begins at a cold, rainy boat dock. A single Searcher guard in high-contrast orange light creates an immediate stealth puzzle requiring the player’s first tactical takedown.

Boat dock archway: Searcher guard in orange light and wall tutorial prompts
Fig 1. The archway funnels the player toward the guard and integrated tutorial text (“ALT TO CROUCH SNEAK”). After the takedown, the ladder establishes that climbs are always viable paths.
02

The Infiltration — Foreshadowing & Subtle Guidance

Difficulty: 4/10 · Duration: ~1 min · Stealth / Infiltration

The Site Trailer and Crane are shown immediately. A cutscene zooms into the trailer while the Handler explains the “Fake Accident” evidence objective. Two routes open into the yard.

Wide shot: Site Trailer and Crane lit as focal points in the rainy yard
Fig 3. The Site Trailer and Crane are the brightest points — world design instead of a mini-map guides the player.
Vehicle cover, crouch prompt, and zipline alternate path near the gate
Fig 4. Parked car forces cover; crouch prompt teaches sneaking. The zipline bypasses the dangerous main gate chokepoint.
03

The High Ground — Vantage & Planning

Difficulty: 5/10 · Duration: ~2 min · Tactical Planning / Sniping

The zipline lands near cement silos with a ladder waiting — naturally guiding the player up the tower for a sniper rifle and full-yard vista.

Zipline entry toward silos, bypassing the main gate
Fig 5. Zipline drops you at the silos — the best path is upward.
Watcher takedown and sniper rifle pickup on the tower
Fig 6. Stealth kill on the Watcher, then sniper rifle pickup to neutralize threats from distance.
Tower-top vista over the construction site
Fig 7. Tower-top vista — spatial reset to observe patrols and plan the route to the Site Trailer.
04

The Yard — Systematic Stealth & Timing

Difficulty: 6/10 · Duration: ~3 min · Stealth / Navigation

An open arena forcing use of industrial containers to leapfrog between safe zones. Success depends on patrol timing and cover discipline.

Crouch behind large crates breaking Searcher sightlines in the yard
Fig 8. Grey crates break Searcher sightlines with multiple paths through the yard.
Take Cover behind a container while studying guard patterns
Fig 9. Take Cover lets you plan while glued to geometry near heavy equipment.
Ledge overview toward the trailer with Skeleton Building and crane beyond
Fig 10. Final tactical overview before the trailer — Skeleton Building and Crane loom ahead.
05

The Twist — Narrative Pivot & Objective Shift

Difficulty: 2/10 · Duration: ~1 min · Story / Objective Update

Hacking the Site Trailer terminal reveals the bombing plot disguised as a construction accident. The detonation protocol instantly raises the stakes.

Site Trailer terminal: blueprint with C4 markers and detonation protocol warning
Fig 11. Terminal shows The Rooms blueprint with C4 markers — life-or-death stakes without cutscenes.
View toward Skeleton Building and yellow crane after the trailer reveal
Fig 12. Spatial foreshadowing frames the Skeleton Building and yellow Crane as next landmarks.
06

The Vertical Path — From Skeleton to Museum

Difficulty: 7/10 · Duration: ~4 min · Traversal / Stealth

Sid infiltrates the Skeleton Building for the museum keycard, crosses the wind-swept crane arm, and jumps onto the museum roof.

Skeleton Building: TV audio cue and path to the Museum Keycard
Fig 13. TV sound cue warns of an enemy — Museum Keycard secured in the foreman’s office.
Terrace objective: run and jump toward the yellow crane
Fig 14. Terrace frames the yellow crane as the golden path to the museum roof.
Crane arm traversal with high-altitude winds toward the museum roof
Fig 15. Crane arm introduces high-altitude winds — one last yard vista before the museum interior.
Museum top floor chokepoint: audio cue, guard, and safe gallery space
Fig 16. Top-floor chokepoint with whistling audio cue — bright gallery provides a safe room before the Archives descent.
07

The Archives & Bomb Dash — Climax

Difficulty: 9/10 · Duration: ~5 min · Combat / Puzzle

Blocking the signal triggers red-alert state and the 10-minute countdown — the level’s difficulty peak at 9/10.

Museum atrium vantage: Rooms Cafe, dinosaur exhibit, and ground-floor guard sightlines
Fig 17. Atrium spatial reset — dinosaur exhibit landmarks the Archive wing.
Lounge approach to the Archives: neutral gallery lighting shifting to pulsing red
Fig 18. Shift from neutral tones to pulsing red signals a high-security zone.
Archives room in red light: guard and terminal to Turn Off the Signal
Fig 19. Disabling the jammer triggers the fail-safe countdown.
08

The Fail-Safe — High-Stakes Descent

Difficulty: 8/10 · Duration: 10 Minutes (Timed) · Combat / Speed-Run

The fail-safe forces a Panther sprint through the museum’s lower levels — from methodical stealth to high-pressure combat.

Fail-safe sprint: returning through the museum atrium toward the framed basement door
Fig 20. Spatial consistency — the earlier-framed basement door gives a clear mental map under time pressure.
Basement entrance: pulsing red glow, explosive barrels, and descent toward the detonators
Fig 21. Pulsing red glow and explosive barrels — entering the most volatile part of The Rooms.
09

The Final Stand — Defusal & Extraction

Difficulty: 9/10 · Duration: Final 2 Minutes · Defusal / Escape

Sid reaches the subterranean basement with seconds ticking. After neutralizing the master detonator, a desperate sprint ends with a Leap of Faith into the ocean below.

Basement defusal chamber: red barrels, hazard-orange tiling, and Defuse Detonator pressure
Fig 22. Red barrels and hazard-orange tiling reinforce Red = Danger/Rush before enemy backup arrives.
Master Detonator terminal: ticking-bomb read, red glow, minimal cover
Fig 23. Master Detonator — minimal cover, clear fast and defuse before zero.
Post-defusal extraction: green safety light, cliff vista, boat below, Leap of Faith jump
Fig 24. Cool green glow signals mission safety — Leap of Faith from the museum threshold into the water.

Pacing

A deliberate tension arc: low-pressure exploration, mid-difficulty stealth, a narrative breather, then fail-safe countdown and defusal before the escape.

Phase 1: The Hook

Fast mechanical onboarding — ladders, crouching, and silent kills in a low-risk space to build confidence.

Phase 2: The Pivot

The Trailer Hack drops intensity — a breather so the plot twist sinks in before final escalation.

Phase 3: The Climax

Fail-safe countdown forces Panther combat, peaking at the Master Detonator.

Intentional Rule-Breaks

Fail-Safe Timer: At the 15-minute mark, a visible countdown, music tempo change, and dialogue force a shift from Ghost stealth to speed.

Squeaky Floors: In the Archives, floorboards creak even when crouching — a noise ripple VFX makes the interior feel more fragile than the construction site.

Visual Identity

Harsh Newfoundland coastal weather defines the aesthetic — cool blue environments contrasted with warm objective lighting for natural navigation cues.

Atmosphere: Heavy Rain / Night

Color Palette: Deep Blues / Neon accents

Key Reference: Splinter Cell: Blacklist

Mood board and color palette: stealth swatches and neon-on-wet-concrete night references
Fig 25. Mood board — Chinese Black and Dark Jungle Green swatches with neon-on-wet-concrete night references.
The Rooms building in St. John's: tiered architecture overlooking the harbor
Fig 26. Real-world The Rooms building — tiered structure enables the Leap of Faith extraction and verticality.
Environmental reference sheets: industrial and coastal pillars, warm interior glows in cool blue storm
Fig 27. Reference sheets — warm interior glows pull the eye toward targets in the cool blue storm.

Iteration & Learnings

What Didn’t Work (and How I Fixed It)

Problem: Early bomb countdown iterations felt punishing — players got lost in museum corridors during the 10-minute dash. The challenge was navigation confusion, not enemies or the timer.

Solution: Simplified basement paths to straight corridors with clear signage and pulsing red emergency lighting during the countdown — difficulty now comes from combat and time pressure, not disorientation.

Key Takeaways

  • Dual-playstyle spaces don’t require double the content. Cover, elevation, and hazards let the same room serve Ghost and Panther — geometry does the branching.
  • Location is a design tool. St. John’s enabled crane traversal, building-collapse threat, and the Leap of Faith escape.
  • Pacing shifts need spatial support. Complex layouts for slow stealth; simple linear paths for high-speed pressure.
Next Steps

Future iterations: playtesting heatmaps, additional environmental kills in the museum interior, and a secondary Intel Folders objective chain for completionists.

Tech Stack

Engine & Tools

  • Unreal Engine 5.6.1
  • Blueprints
  • Level Streaming
  • Landscape & Foliage

Design Systems

  • Ghost / Panther dual playstyles
  • Environmental lethality setups
  • Patrol & vision cone AI
  • Fail-safe timer & pacing curve