A Starfield Quest

Edge of Dawn is a single-player Starfield level that featured stealth and freedom choices. The player receives intel that a facility named Dawn Factory is secretly producing dangerous, illegal robots. With minimal starting information besides the factory's location, players are encouraged to explore and approach the mission in their own way. The level was designed and developed solo over the course of about 2 months.

Edge of Dawn

Playthrough Video

Design Goals

Exploration-Driven Design

Players begin with minimal information and are encouraged to explore freely. Optional paths, secret entrances, and environmental clues reward curiosity and observation.

Nonlinear Progression

No single correct path. Players can gather intel, find alternative entry points, or bypass encounters entirely, shaping their own unique experience.

Flexible Problem Solving

Supports diverse player approaches, from stealth and combat to social strategies like intimidation, persuasion, and bribery, all leading to different outcomes.

Reactive World & Consequences

Responds dynamically to player actions, discovering bodies or hacking systems. Choices made during infiltration have lasting impacts on how the mission unfolds.

Goal

Environmental Storytelling & Visual Framing

  • Guided Focus Through Lighting & Props
    Dynamic lighting and purposeful object placement subtly direct the player's attention to key interactable elements and infiltration paths within the factory.

  • Focal Landmark: Factory Exterior
    The towering industrial facade of Dawn Factory dominates the skyline, immediately establishing the player’s target and setting a tense, oppressive tone.

  • Two-Layered Spatial Design

    • Observation Room as High Ground Goal: The boss’s observation room sits elevated at the heart of the factory, clearly signaling the main objective.

    • Tactical Foreground Elements: Side entrances, vents, and terminals are placed in the player's line of sight, offering immediate actionable options and reinforcing a layered sense of progression.

Narrative-Driven Level Design Highlights

  • Minimal Intel, Maximum Discovery
    The player starts with almost no guidance beyond the factory's location, making exploration, observation, and deduction core to both narrative and gameplay.

  • Dynamic Infiltration Options
    Multiple approaches — such as bribing guards, stealth takedowns, or manipulating systems — allow players to solve problems in ways that reflect their chosen playstyle.

  • Organic Storytelling Through World Design
    Information is delivered through overheard conversations, interactive terminals, and hidden spaces, rewarding attentive players with deeper insight into the conspiracy.

  • Emergent Escapes & Smart Navigation
    Combat is never forced. Players can plan creative escapes using alternate paths like secret entrances, making navigation feel both intuitive and reactive.

Deep, Optional NPC Interactions

  • Multi-Layered Dialogue System
    Optional NPCs feature branching dialogue trees, offering both mission-critical intel and ambient worldbuilding through casual conversations.

  • Character-Driven Design
    Each NPC is written with distinct motivations and personalities, revealed naturally through player-driven dialogue choices.

  • Context-Rich Exploration
    Secondary dialogue paths uncover hidden lore, conspiracy clues, and faction dynamics, rewarding players who take time to engage and investigate.

Design

Choice-Driven Discovery

  • Information as a Gameplay Layer
    Instead of handing players direct objectives, information is embedded in overheard conversations, NPC exchanges, and environmental storytelling.
    ➤ The level rewards curiosity and persistence, turning "intel gathering" into a form of player agency.

    Example: NPC Dialogue & Side Entrances
    A casual line from a worker might hint at a hidden side door, or a vague complaint could lead the player to explore the server room and find a new path forward.

Emergent Systems, Player-Curated Experiences

  • Designed for Flexibility Without Chaos
    Early versions leaned heavily into random encounters and branching logic, but were refined to maintain design clarity.
    ➤ The final implementation supports multiple outcomes — without losing the designer’s control over pacing and key story beats.

    Example: Power Shutdown Pathing
    Players can reach the boss’s observation room through stealth, dialogue, or hacking — but all paths are funneled through key intel moments, keeping the experience coherent and rewarding.

Combat as a Consequence, Not a Requirement

  • Reactive Encounters Instead of Combat Loops
    Combat was never positioned as the main mechanic — instead, it emerges naturally from failure, aggression, or player choice.
    ➤ Encounters are avoidable, but still designed with full mechanical support, ensuring tension and player agency.

    Example: Post-Power Shutdown Escape
    Triggering the factory-wide shutdown can attract guards. Players can choose to fight, sneak, or use the secret exit introduced earlier — reinforcing payoff for earlier exploration.

WHAT WENT WELL?

Efficient Pre-Production & Clear Vision

  • Locked in the core concept and layout early, allowing more time for iteration and polish.

  • Avoided major reworks by establishing clear narrative and gameplay goals from the start.

  • Maintained consistent direction throughout development, leading to smoother execution.

Well-Scoped Level Design

  • Scoped the level based on prior solo projects and development timelines.

  • Prioritized player freedom without overcomplicating systems or requiring excessive assets.

  • Delivered the intended experience without needing to cut major features.

High Iteration Efficiency

  • Organized modular test spaces to prototype infiltration methods and dialogue outcomes quickly.

  • Made regular use of playtest feedback loops to refine stealth pacing and alternate paths.

  • Balanced complexity and clarity through constant playtesting and self-audits.

WHAT WENT WRONG?

Unresolved Bugs Over Time

  • Several key issues — such as AI behavior after power shutdown — remained unpatched for long periods during development.

  • These bugs eventually forced design workarounds that limited polish and broke immersion in certain cases.

Lack of Early Playtesting

  • Due to time constraints, early playtests were skipped or delayed.

  • As a result, players later discovered unintentional sequence breaks and skipped major parts of the level.

  • Earlier feedback could have helped identify and resolve these progression issues sooner.

WHAT I LEARNED?

Early Playtesting Is Critical

  • Delaying playtests can lead to blind spots in pacing, sequence breaking, and player logic.

  • Even a rough prototype can reveal major design flaws that aren't obvious to the creator.

Freedom Requires Structure

  • Designing for player choice doesn’t mean removing structure — strong anchoring points help keep the experience cohesive.

  • Tying different approaches back to shared characters or objectives prevents narrative and logic from falling apart.

Bugs Need a Priority Pipeline

  • Ignoring known bugs for too long can lead to broken systems and costly rework.

  • Establishing a bug triage and resolution timeline is just as important as level layout or narrative planning.