
Once You're Let Inside
Sublevel Generator
This level focuses on restoring power to the warehouse through a logistical puzzle centered in the generator room. I designed the generator space and its two connected storage areas, including a larger boiler‑equipped storage zone and a smaller supply closet. The player must explore, interact, and solve a puzzle to bring the facility back online and continue their journey.
Game Play Video
Once You're Let Inside is a horror themed game that takes place in a secure industrial warehouse at night. The facility appears to be used for high-value storage materials, but the true purpose is intentionally left unclear, which is reinforced by the redacted signage, locked internal doors and vague warning signs. The player must investigate what is happening within the facility after noticing strange activity shown in the security cameras. Armed with a meager flash light and handy tools, it is up to the player to figure out the truth of what's really going on inside the facility.
White Box
Top Down Map

Level Flow
Players descend into the level from the top of a dark staircase. After switching on their flashlight, they spot a lone door ahead. Passing through the door, the player finds themself in a storage room which triggers a jump scare as they walk through the space. Moving deeper, players cross a suspended walkway with a windowed view into the room below. From the banister, they can see their main objective: a locked door hiding the puzzle they must solve. Using their learned mechanics, players explore the environment to uncover an accessible storage closet containing the key to the locked puzzle door. With the key in hand, they unlock the puzzle, restore power as the generators roar to life, and proceed to the exit—an elevator bank that carries them to the next level.
Pre-production
Reference Images
Purpose
This project focused on creating a psychological horror through tension‑driven design, leveraging the use of lighting, sound cues, sudden jump scares, and environmental storytelling to build a constant sense of isolation and surveillance. Incorporated in the level I designed, players continue exploration while leveraging skills taught in earlier parts of the game, uncovering a puzzle and the re-awakening of power in the facility. Once completed, the player continues to the last step of their journey - the elevator to the area in which the suspicious behavior was observed.
Post Mortem
The Generator Room level achieved its core goal of delivering a tense, puzzle‑driven horror experience. The combination of controlled lighting, sound cues, and spatial reveals helped establish a strong sense of isolation while guiding players toward the main objective. The layout of the space, starting with the dark stair entry to the suspended walkway and final generator activation, created a clear and engaging progression that supported both atmosphere and gameplay.
The biggest challenges centered on balancing visibility with tension and ensuring the tutorial elements didn’t interrupt the horror pacing. Some areas required multiple lighting and layout passes to maintain clarity. Overall, the level successfully leveraged core mechanics, reinforced the narrative, and delivered a satisfying payoff, while leaving room for future improvements in sound design, pathing and environmental storytelling.












