Lockdown
Objective
The Lockdown project aimed to design a highly immersive single-player level for Half-Life 2, set within Nova Prospekt, a dilapidated prison overtaken by a zombie outbreak. The core objective was to create a spine-chilling atmosphere by leveraging environmental design and strategic gameplay.
Central to the design was the use of lighting as a navigational tool, guiding players through dark, oppressive corridors, with only a flashlight and weapons to aid their survival. The level needed to provide a suspenseful, high-tension experience, where players would encounter zombies, limited visibility, and hazardous environmental elements.
Additionally, the integration of custom voice dialogues and dynamic scripted events was essential for enhancing the narrative and maintaining player engagement throughout the gameplay.
Framework
The Lockdown project involved a comprehensive approach to level design, from initial concept and story development to technical implementation. The environment was designed to reflect the decaying and deteriorating state of Nova Prospekt, utilizing BSP geometry for structural authenticity. Textures, decals, and lighting were meticulously applied to create a gritty, atmospheric setting that supported the survival horror theme. The level featured strategic placement of cover points and obstacles to encourage tactical gameplay and cautious navigation.
Special effects were a critical component of the design, with elements such as smoke, fire, and explosions added to heighten the sense of danger and urgency. The audio design was integral to enhancing the immersive experience, featuring custom ambient sounds, voice lines, and environmental audio cues to deepen the narrative and guide the player.
The scripted events played a significant role in maintaining player engagement by triggering dynamic moments, such as zombie encounters and environmental hazards. These interactions, coupled with environmental triggers and high-stakes gameplay, ensured the level maintained a consistent level of suspense and excitement.
Role
Concept Development
Visual Design
Level Design
Game Design
Client
Independent Game Development (Half-Life 2)






