TEAM PROJECT · LEVEL DESIGN · WORKING TO ART DIRECTION · LUCIDITI

Blackout Protocol

Two apartment levels built to an art director's brief at an indie studio — mapped, blocked out, and handed off to art, audio, and engineering, then iterated as their work landed on top of mine.

Blackout Protocol apartment level blockout

Overview

Blackout Protocol is an in-development title at Luciditi, an indie studio. I joined as a level designer on the apartment levels, working directly to the project's art director. That meant designing inside someone else's established visual language rather than my own: taking direction on tone and reference, translating it into layouts that actually play, and communicating what each space needed back to the art team so the intent survived once their work landed on top of the blockout.

The core problem was spatial rather than visual. An apartment has to be small enough to feel real and large enough to move through, so every room, doorway, and sightline was sized around player movement and camera height first and dressed second. Delivering into a multi-discipline pipeline meant the blockout had to be clean enough for art, audio, and engineering to build on without asking me what I meant.

STUDIO
Luciditi (indie)
ENGINE
Unreal Engine 5
SCOPE
Two Apartment Levels
TEAM
Multi-discipline — design, art, audio, engineering
STATUS
Level Delivered
ROLE
Level Designer, reporting to the project Art Director

My Role

Apartment 01

Layout designed first on a top-down map — room adjacencies, circulation, and entry and exit points — then blocked out to real-world architectural scale and walked at player height to check it plays.

Top-down map of Apartment 01 layout

Apartment 02

A second layout built to the same spec — a different floor plan solving the same design problem, so the two spaces read as distinct without breaking the game's established sense of scale.

Top-down map of Apartment 02 layout

What This Piece Shows