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Zemsty NadszedłThe Pinsk Prison Raid

Historical infiltration-combat level based on the real Pinsk Prison Raid, built around believable spatial logic, stealth entry, guard pressure, and multi-floor planning.

Level DesignUnreal Engine 5.7Historical SettingHistorical ResearchInfiltration Combat
RoleLevel Designer / Blockout
EngineUnreal Engine 5.7
GenreInfiltration Combat
TypeShipped historical blockout

Zemsty Nadszedł - The Pinsk Prison Raid

Zemsty Nadszedł is a level design case study based on the Pinsk Prison Raid, a historical military operation from 1943. The project uses the event as a design frame: the player must approach a guarded prison district, identify entry opportunities, manage enemy presence, and understand the space as a believable occupied city rather than a purely fictional arena.

Genre
Infiltration Combat
Type
Shipped historical blockout level
Engine
Unreal Engine 5.7
Role
Level Designer - Level Art Blockout
Iterations
8+
Playtests
6+
Tools
Unreal Engine 5.7, AGLS, Blueprints, layout design, historical research
History Use
Historical event used as a design constraint and authenticity reference.

Pre-Production

Historical Context - What is The Pinsk Prison Raid?

The real operation behind Zemsty Nadszedł

This section focuses first on the historical event itself. Before any layout decision, I reconstructed the January 1943 Pinsk Prison Raid through a short research dossier using Polish-language sources, testimonies, period documents, maps, and photographs. Please read the PDF to learn more about my research.

Short summary of the historical event

The raid

On 18 January 1943, in occupied Pinsk, a sixteen-man Polish Home Army unit led by Jan Piwnik, codename Ponury, stormed the local prison. Their objective was to extract captured intelligence operatives before the Gestapo could obtain more information from them.

The prisoners

The main target was Captain Alfred Paczkowski, codename Wania, one of the Cichociemni: Polish special forces trained in Britain and parachuted back into occupied Poland. He was imprisoned with Marian Czarnecki, Piotr Downar, and Mieczysław Eckardt after operating behind German lines.

The operation

The rescue relied on deception, speed, and coordination rather than force. This was essential because Pinsk contained an estimated 3,000 German military police, Ukrainian auxiliary forces, Don Cossack units, and Wehrmacht soldiers in and around the town. The team used disguise, cut communication lines, opened cells, extracted the surviving prisoners, and escaped before the garrison could react.

Aftermath

The raid became one of the notable Home Army rescue actions of the period. It also carried consequences: once German authorities understood that the action had been carried out by the Polish resistance, reprisals followed against Polish hostages in the city.

Historian skills used for Level Design:My background in history allowed me to gather and cross-reference sources on this real event, including Polish-language material unavailable in English, and build an accurate picture of what actually happened in Pinsk in January 1943. That research is the foundation the level is built on.
Historical plan of the Pinsk prison complex
1 - Plan of the real Pinsk prison complex.
Period photograph of the Pinsk prison gate
2 - Period photograph of the prison entrance gate.
Goal and Constraints

Designing under historical requirements

This document defines the production rules for the level: what must stay close to the historical record, where adaptation is allowed, and why each major deviation needs a design reason. The real city, the prison, the raid sequence, and the available sources act as hard requirements that guide the blockout instead of simple inspiration.

Summary version - full documentation in the PDF

Goal

The goal is to make the player experience the Pinsk Prison Raid as a playable third-person shooter infiltration-combat level while staying grounded in the real event. The raid phase is reconstructed as closely as possible, especially the prison gate, telephone line, cell block, prisoner extraction, and escape sequence. The approach and infiltration phases are more designed because the historical sources do not preserve their exact spatial experience.

Constraints

The project treats historical reality as a production brief. These are the hard requirements taken from the document: they define what the level must respect before gameplay adaptation begins.

Constraint 1 - Pinsk topography, 1943Because the level is based on a real place, I could not freely invent the city layout. The position of the prison, the river Pina, the rail line, the street grid, and the density of the surrounding blocks had to come from historical maps before I started shaping the gameplay path.
Constraint 2 - Photographic referencesBecause the level takes place in Pinsk in 1943, the city could not look like a generic World War II environment. I used period photographs to define the architecture: brick and stone buildings on main streets, wooden houses in secondary areas, church silhouettes, and rougher unpaved roads near the outskirts.
Constraint 3 - Adapting the city for gameplayA completely accurate 1:1 reconstruction would not work as a playable level: the city would be too wide, too open, and difficult to read. I therefore compressed distances and building masses, while keeping the same spatial logic so the player still feels they are moving through Pinsk rather than a fictional arena.
Constraint 4 - Staying close to the real eventEven when I take design liberties, the raid still has to remain recognizable as the Pinsk Prison Raid. The player path, the prison entry, the communication sabotage, the cell block objective, and the extraction logic must stay as close as possible to the documented sequence of events.

Documented Liberties

These are not constraints: they are deliberate deviations from strict historical reconstruction, documented because they solve readability or gameplay problems while staying period-plausible.

Liberty 1 - Buildings without direct evidenceSome areas needed buildings for cover, pacing, or sightline control, but not every building could be matched to a direct Pinsk photograph. In those cases, I used equivalent references from the same region and period, so the added structures remain believable instead of invented from pure style.
Liberty 2 - Character identificationHistorically, the raiders used civilian clothing and Soviet partisan misdirection to confuse the Germans. For gameplay readability, I chose to identify the player side more clearly with Polish resistance visual language, so players immediately understand who they are controlling and why they are involved in the raid.
1938 map of Pinsk
1938 city map reference.
Modern satellite view of Pinsk
Modern satellite comparison.
German wartime city plan of Pinsk
Wartime Stadtplan reference.
Period street photograph of Pinsk
Period street reference.
Level Design Document - Gameplay Intentions

Documenting the gameplay logic before blockout

This LDD explains how I planned the player experience before building the level: what the player needs to understand, how the space supports stealth and action, where the historical reconstruction should stay precise, and where the design needs clearer gameplay readability.

Summary version - full LDD in the PDF

Design intention

The document defines the level as a linear narrative experience, but not as a simple corridor. The player still needs to read the city, understand why the prison matters, identify safe and dangerous spaces, and feel the transition from preparation to execution.

Gameplay planning

The main design challenge was to translate a historical raid into playable decisions without losing credibility. I planned the level around stealth readability, traversal options, observation points, objective clarity, enemy pressure, and a final escape rhythm that stays connected to the real event.

AGLS supportThe Advanced Locomotion System influenced how I shaped rooftops, climbs, vertical routes, and traversal spaces, because the level had to support movement without breaking the historical credibility of the city.
Objective readabilityThe player must always understand the next action: where to move, what to observe, when the operation begins, which objective matters, and how the extraction route is framed.
Historical reconstruction vs interactionSome moments are better played, while others are better presented through controlled staging or cinematic reconstruction. The LDD documents that separation before implementation.
Layout Iterations

From historical plan to playable raid layout

The layout switcher separates production versions from floors. Each version contains Floor 0 for the city and prison approach, and Floor 1 for the upper-floor interior planning.

Zemsty Nadszedł Final Production Layout Floor 0Final Production Layout - Floor 0
Final Production Layout - Floor 0

Final production layout with complete objective logic

Floor 0 finalizes the route logic, objective flow, resistance NPCs, escape vehicle, guard placement, wall ledges, crack passages, and the explanatory note for the prison raid sequence.

Iteration note: The final ground-floor layout documents the complete playable route from approach and observation to the raid, prisoner objective, and escape.

Level Design Breakdown

This breakdown follows the same production logic as TomoTomo, but adapted to a historical raid: research constraints, layout iterations, infiltration readability, floor planning, feedback, polish, and final lessons.

From Real Topography to First Blockout Iterations

Rebuilding Pinsk first, then testing the level

Before producing a clean production-readable layout, I first needed a quick working version inside the engine. The goal was to recreate the key topography of Pinsk from the real map, place the important buildings and landmarks, and use that rough structure to test scale, metrics, and gameplay intentions as early as possible.

Version 01: fast personal iteration

I started by using the real map as a base and extracting the most important urban elements: the river shape, bridge position, railway, prison area, church, main streets, and major building masses. This was not meant to be a polished document yet. It was a practical blockout foundation for testing whether the level could work spatially.

Why this step mattered

Because the project is based on a real city, I could not begin from an abstract gameplay arena. Recreating the topography early let me check if the playable area had the right scale, if traversal distances felt believable, and if the main intentions were strong enough before spending time on a cleaner layout.

Version 02: cleaner documentation

Once the early tests confirmed that the metrics, scale, and core intentions were usable, I rebuilt the layout more cleanly. Version 02 was made as a production-readable document, as if someone else had to understand the routes, icons, gameplay systems, and historical logic without needing my personal notes.

First Golden Path & Infiltration Blockout Tests

Testing the flow before polishing the city

After the first topography pass, I focused on the golden path as quickly as possible. The priority was not to detail every street, but to confirm that the infiltration phase had a readable flow: approach the prison district, understand the main objective, move through believable cover, enter key buildings, and keep the historical landmark visible enough to guide the player.

Golden path first

I deliberately prioritized the main route before secondary content. This let me test if the level worked at its core: distance, pacing, enemy pressure, entry points, and the relationship between the city approach and the prison objective.

Infiltration phase priority

The earliest in-engine iterations focused on the infiltration phase because it carries the player's first understanding of the level. I tested exterior streets, prison-facing buildings, guard placements, interior passages, and windows or openings that could support stealth, observation, and alternate movement.

Landmark readability

Choosing the roof of the Orthodox Church of St. Barbara in Pinsk was not random. It was one of the recognizable buildings of the city at the time, so using it immediately helped confirm that the level was taking place in Pinsk. Because the church was also one of the tallest buildings in the area, its distinctive central roof shape made it a strong visual landmark and a believable observation point over the prison. This design intention also influenced where I placed the prison in the blockout: since I could not find a confirmed source for its exact location, I positioned it so the church-to-prison relationship supported the flow, reconnaissance objective, and readability of the first phase.

The warehouse / German camp interior had a clear design intention from the beginning: it is the highest-tension infiltration zone of the route, with several possible approaches, layered cover, enemy presence, and a planned exit through the zipline. These views show how the space supports discreet entry, interior pressure, alternate angles, and the final release toward the zipline.

Prison Recreation

Translating the real prison plan into a playable objective space

The prison was the central objective of the raid, so I treated its reconstruction as a specific Level Design task. I compared the historical plan with my in-engine blockout to preserve the courtyard logic, cell block, access points, and surrounding walls while adapting proportions for player navigation, enemy placement, and objective readability.

From source plan to playable blockout

The historical plan gave me the spatial relationship between the courtyard, prison buildings, cells, guard-related spaces, and street access. I used it as a blueprint, then simplified and reshaped parts of the complex so the player can read the objective quickly during the raid.

Keeping the prison believable

The goal was not to copy the document blindly. The layout still needed room for guards, patrol routes, cover, doors, and readable movement. Every adaptation had to keep the prison recognizable as the real target of the operation.

Historical plan of the real Pinsk prisonIn-engine recreation of the Pinsk prison layoutBefore - Real Prison PlanAfter - Early Prison Blockout
Internal Playtest & Route Readability

Clarifying the opening route after internal playtest

During internal playtest review, I realized the beginning of the level did not guide the player strongly enough. The opening could become confusing because the player entered a large space without enough readable direction toward the first infiltration beat. I therefore accentuated the start of the path with stronger composition, clearer props, and a more intentional route leading into the rooftop sequence.

Opening guidance pass

Before internal playtest guidance pass at the beginning of the levelAfter internal playtest guidance pass with stronger route cuesBefore - Weak opening guidanceAfter - Stronger path accent

The revised version adds a clearer visual lead at the start so the player understands where to go before reaching the first rooftop opportunity.

City route readability

Before route readability pass on the city layoutAfter route readability pass on the city layoutBefore - Route less readableAfter - Route and pacing clarified

This pass reinforces the transition between the infiltration setup, the rooftop path, the warehouse, and the later route toward the church/prison objective.

Version 02 route plan vs in-engine route pass

Annotated Version 02 route planIn-engine route pass based on Version 02 layoutBefore - Version 02 route planAfter - In-engine route pass

This comparison shows how the annotated Version 02 route plan was translated into a playable in-engine blockout, where scale, cover, rooftop access, and landmark readability had to be checked through play.

First Major Gameplay Iteration & Prison Objective Systems

From aerial blockout validation to prison gameplay objectives

This section shows the first large in-engine iteration after the main city and prison masses were in place. I used the aerial view to verify the relationship between the prison, church landmark, river, bridge, approach routes, and surrounding blocks before building the prison gameplay systems.

First major aerial iteration

The aerial views helped me check if the big composition was working: the player could understand the prison district, read the church landmark, and perceive the approach from the city and river side. This was the bridge between rough blockout and actual objective implementation.

Prison gameplay pass

After the prison recreation was usable, I started implementing the gameplay logic inside it. Enemy respawns were not placed randomly: they create pressure in specific areas so the player naturally moves toward the space where the key and the radio are located. The objective logic also translates the historical event into gameplay: the key is needed to release the imprisoned resistance fighters, while destroying the radio prevents the prison from calling for help during the raid.

Level Timeline & External Playtest Blockout Route

Level timeline

This map version represents the first full blockout route that I want to send into external playtest. It documents the intended flow before broader feedback: cinematic context, guarded entry, rooftop infiltration, warehouse tension, zipline release, church reconnaissance, prison action, and extraction.

Pinsk internal playtest route map
Point 01

Cinematic entry

The level begins after an introduction cinematic that explains the historical context and frames the objective.

Point 02

Guard response

The player passes near guards, establishing stealth pressure and the idea that the level is built around infiltration.

Point 03

Rooftop route

The first roof teaches the player that vertical movement and discreet traversal are core parts of the route.

Point 04

Warehouse

Multiple rooftop paths lead toward the warehouse, a compressed infiltration beat occupied by German soldiers.

Point 05

Zipline

After crossing the warehouse discreetly, the player uses a zipline to reach an empty house and lower the tension.

Point 06

Church facade

The player moves toward the church facade, climbs it, and reaches the roof for reconnaissance objectives.

Point 07

Prison raid

A roof slide creates a deliberate transition from stealth/reconnaissance into action before entering the prison objectives.

Point 08

Extraction truck

Once the prisoners are saved, the player reaches the truck at the prison exit to finish the level.

Early Flow Validation Playtest

Testing the map before pushing production further

I tested the map very early, while it was still in an early blockout phase, to validate the core level flow before spending more time on visual polish or advanced production. The key question was whether the player could understand where to go, follow the main route, read the pacing, and feel the intended tension curve.

Major problems identified

IEarly stealth mechanic not clear enough - the player crouched instead of crawling at point 2 of the level.
IIWrong paths were not blocked - the player lost unnecessary time on unintended routes.
IIICrate mechanic not affordant enough - the player needed too long to understand it.
IVNo guidance in front of the church - the player felt lost and walked around unnecessarily.
VPrison section unclear - the player struggled to find the key room.

What worked well

Even with those issues, the early playtest was a success because it validated the main flow and gave me enough confidence to push the level further into production.

IMain objective clearly readable - the player identified the church landmark immediately.
IICheckpoint system effective - the player could continue despite dying.
IIITension phase convincing - the player was cautious and afraid of being spotted.
IVRooftop section readable - the player explored confidently without being lost.
VObjective system on top of the church clear and affordant.
VIGrappling hook mechanic understood - the player felt satisfied when they figured it out.
VIIOverall level flow validated - the core intentions were understood from the start.
Tested earlyThe playtest happened before heavy art work so layout, flow, and navigation could still change quickly.
Flow focusedThe session was used to check if the player naturally understood the route and the main pacing beats.

Commented playtest early flow validation

This commented breakdown is used to review the first early flow validation playtest: what the player misunderstood, what worked well, and why the test still validated the core route before pushing production further.

Level Art Blockout Preparation & References

Preparing readable environment intentions

After the early flow validation confirmed the important structural lines of the level, I allowed myself to push some decorative and architectural blockout elements further. The goal was not to replace an environment artist, but to make the level intentions easier to communicate if the project had to be handed to environment artists later.

The church is a good example of that intention. I used real references of the Orthodox Church of St. Barbara in Pinsk, then rebuilt the main silhouette, facade rhythm, roof volume, tower, windows, and landmark readability as an advanced level art blockout. It stays blockout, but it is detailed enough to communicate scale, mood, and spatial intention.

Real reference to blockoutThe comparisons show how real references were translated into playable blockout landmarks, vehicles, and props.
Readable landmarkThe church needed a recognizable silhouette because it supports orientation, observation, and the route toward the prison.
Environment handoffThe advanced blockout explains proportions, facade language, prop intent, and gameplay use before a final art pass.
Flow validated firstI pushed the visual blockout further only after the early flow validation confirmed the important route lines.

Side silhouette reference

Real side reference of the Orthodox Church of St. Barbara in PinskLevel Art Blockout reproduction of the church side silhouetteBefore - Real church referenceAfter - Level Art Blockout

The side view helped me reproduce the main roof mass, tower relationship, dome silhouette, and long readable body of the landmark.

Front facade reference

Real front facade reference of the churchFront facade level art blockout reproductionBefore - Real facadeAfter - Blockout facade

The front comparison shows how I translated the facade rhythm, central entry, window placement, side niches, and vertical composition into blockout geometry.

Angled facade reference

Real angled reference of the church facadeAngled level art blockout reproduction of the churchBefore - Real angled viewAfter - Blockout angled view

This view checks whether the facade still reads from a player angle, not only from a flat reference image.

Vehicle and building blockout references

These extra comparisons show the same process applied to props and secondary architecture: start from a believable real-world or historical reference, then simplify it into readable blockout geometry that keeps the silhouette, function, and production intention clear.

House early blockout to advanced blockout

Early house blockoutAdvanced house blockoutBefore - Early blockoutAfter - Advanced blockout

The advanced pass adds roof rhythm, porch structure, facade openings, and a clearer material logic while preserving the original gameplay footprint.

Flow-test blockout to advanced level art blockout

Earlier church blockout sufficient for flow testingAdvanced level art blockout version of the churchBefore - Flow-test blockoutAfter - Advanced level art blockout

The first version was sufficient to test route flow and landmark placement. After the playtest confirmed those important lines, I rebuilt the church with stronger proportions and details so the intention could be understood by environment artists.

Opel Blitz reference to extraction vehicle

Historical Opel Blitz referenceBlockout reproduction of the Opel BlitzBefore - Opel Blitz referenceAfter - Opel Blitz blockout

The Opel Blitz keeps the readable cab, covered rear volume, wheel placement, and extraction function without needing final vehicle art.

Opel Kadett reference to blockout prop

Real period Opel Kadett referenceBlockout reproduction of an Opel KadettBefore - Opel Kadett referenceAfter - Blockout prop

The Opel Kadett blockout translates the rounded hood, front grille, cabin volume, wheel arches, and period silhouette into a simple prop that can still be understood by another artist.

Modular art blockout examples

I also made modular art blockout pieces so the city language could be understood by other people, not only by me. The goal is to make each representation clear enough for environment artists: what is structural, what is decorative, what can be repeated, and how the pieces combine into a believable Pinsk street.

Archive references used for the art blockout

These archive images were kept at the end of the section because they explain the visual language behind the blockout: street width, wooden building proportions, roof shapes, facade rhythm, fences, poles, and the relationship between religious landmarks and surrounding streets.

Level Art Blockout in the Level

Building the art blockout inside the playable map

This section shows the level art blockout once the preparation work moves back into the playable level. I used the modular pieces, landmark studies, vehicles, props, lighting, and route constraints directly in the map to test how the environment reads during gameplay.

Step-by-step modular construction in the level

The first carousel shows the progressive construction of modular and landmark elements inside the level: church, street buildings, roof volumes, warehouse surroundings, windows, chimneys, balconies, cover, and readable gameplay routes.

Advanced level art blockout

The second carousel shows the advanced blockout in gameplay context: rooftop navigation, warehouse infiltration, church objective visibility, prison observation, street composition, winter lighting, and the readable city mass around the route.

Performance note: The FPS and debug numbers visible in some screenshots come from screenshot capture, editor focus, and alt-tab behavior. They are not representative of the real in-game performance, which remains very good during normal play.
Major Playtest Iterations & Design Fixes

Preparing the large playtest iteration breakdowns

This future section will document the bigger playtest iterations made after the level art blockout was integrated into the playable map. The goal will be to show the problems found during testing, the design diagnosis behind each issue, and the concrete solutions applied before moving toward the final polished route.

Problem to solutionEach iteration connects a tested issue to a readable design response: guidance, pacing, enemy pressure, objective clarity, traversal, or route timing.
Before final polishThese iterations sit between art blockout integration and the final timeline because they explain how the route became stable enough to polish.

Playtest session

This commented playtest session is used as the evidence base for the major iteration viewers below: it shows the player behavior, the main readability issues, and the design fixes that guided the next passes.

Street guidance evolution - V1 to final

This is the first corridor the player is guided into. With each iteration, I strengthened the lighting to push them in that direction.

V1 / VFinal
Pinsk street guidance evolution V1 screenshot
V1 - Raw street corridorThe route works, but it is still empty, bright, and missing readable street identity.
Pinsk street guidance evolution V2 screenshot
V2 - Architecture and lighting passArchitecture, lamps, and side facades start turning the corridor into a readable street.
Pinsk street guidance evolution V3 screenshot
V3 - Readability and scale passLighting, windows, and street props improve scale and forward route readability.
Pinsk street guidance evolution final screenshot
VFinal - Polished readable streetThe final version improves contrast, atmosphere, UI, and street direction readability.

Single location evolution - V1 to final

The player spots the objective via the church landmark. The crates encourage a crouched approach for tension, and the building's light points them straight ahead.

V1 / VFinal
Pinsk route location evolution V1 screenshot
V1 - Early playable blockoutThe space is broad and simple, with the route readable but still weak in mood and cover rhythm.
Pinsk route location evolution V2 screenshot
V2 - First atmosphere and cover passLighting, crates, and lamps add mood while clarifying the stealth lane toward the church.
Pinsk route location evolution V3 screenshot
V3 - Readability and framing passThe church stays framed while cover and foreground shapes guide the player more naturally.
Pinsk route location evolution final screenshot
VFinal - Final in-level compositionThe final pass improves contrast, landmark readability, UI, and stealth-route composition.

Crate guidance evolution - V1 to final

The player keeps the landmark in view, and the crate invites the climb onto the roof. I moved the truck to stop the player running straight through the church.

V1 / VFinal
Pinsk crate guidance evolution V1 screenshot
V1 - Basic crate interaction spaceThe crate idea exists, but the climb intention is still visually easy to miss.
Pinsk crate guidance evolution V2 screenshot
V2 - Stronger context and landmark framingLandmark framing, darker lighting, and lamps make the interaction space easier to read.
Pinsk crate guidance evolution V3 screenshot
V3 - Explicit affordance passA direct tip and stronger framing clarify the crate, wall, and roof relationship.
Pinsk crate guidance evolution final screenshot
VFinal - Final guidance and presentationThe final pass improves feedback, contrast, and the climbable route connection.

Rooftop parkour guidance evolution - V1 to final

On the rooftops, the path to the right needed marking: I used boards, adjusted each iteration to keep the route readable.

V1 / VFinal
Pinsk rooftop parkour guidance evolution V1 screenshot
V1 - Broad rooftop traversalThe roof traversal works, but the surface is too broad and lacks readable path borders.
Pinsk rooftop parkour guidance evolution V2 screenshot
V2 - Rooftop context passArchitecture, lamps, and mood connect the roof to the next objective direction.
Pinsk rooftop parkour guidance evolution V3 screenshot
V3 - Parkour border readabilitySmall border pieces start clarifying the intended parkour route across the roof.
Pinsk rooftop parkour guidance evolution V4 screenshot
V4 - Guidance color and UI passUI feedback and border color make the intended rooftop path easier to identify.
Pinsk rooftop parkour guidance evolution final screenshot
VFinal - Final rooftop guidanceThe final pass refines color, contrast, borders, and traversal readability.

Warehouse overlook evolution - V1 to final

The restaurant offers the fastest but riskiest route, easy to spot. I removed a misleading light to push the player right, toward the German flags.

V1 / VFinal
Pinsk warehouse overlook evolution V1 screenshot
V1 - First rooftop overlookThe first version gives a view over the next area, but it is still bright, simple, and not yet framed as a deliberate infiltration read.
Pinsk warehouse overlook evolution V2 screenshot
V2 - Enemy camp readabilityBanners, lighting, enemies, and interior visibility make the camp easier to identify.
Pinsk warehouse overlook evolution final screenshot
VFinal - Final infiltration overviewThe final pass clarifies the enemy camp, color cue, and next high-tension destination.

Roof read evolution - V1 to final

Once atop one of the golden path's buildings, the warehouse's open window clearly shows the entrance to continue.

V1 / VFinal
V1 - bright roof read
V1 - bright roof readThe first version shows the next area, but it is still bright and not yet framed as infiltration.
V2 - enemy context
V2 - enemy contextThe second pass adds stronger enemy framing and turns the view into a clearer risk read.
VFinal - final readable overlook
VFinal - final readable overlookThe final pass keeps the rooftop view while making the destination and tension easier to understand.

Observation setup evolution - V1 to final

Entering the warehouse, the player sees a door as a possible path; I blocked the stairs to stop wasted exploring.

V1 / VFinal
V1 - raw interior setup
V1 - raw interior setupThe first pass has the rough room structure, but the objective read is still basic.
V2 - exterior objective read
V2 - exterior objective readThe second pass links the interior beat to the outside target and makes the threat easier to read.
VFinal - final observation beat
VFinal - final observation beatThe final pass clarifies the observation angle, the enemy zone, and the player intention.

Warehouse infiltration evolution - V1 to final

Once inside the warehouse, the player looks right. Boards, lights, and broken walls push them toward the golden path while widening their field of view.

V1 / VFinal
V1 - simple interior route
V1 - simple interior routeThe first pass blocks the room and exit, but the stealth pressure is not strong yet.
V2 - cover and pressure
V2 - cover and pressureThe second pass adds denser cover and begins shaping the room as an infiltration space.
V3 - darker route read
V3 - darker route readThe third pass improves mood, interior framing, and the connection to the outside route.
VFinal - final stealth room
VFinal - final stealth roomThe final pass keeps the cover rhythm while making enemies, lighting, and traversal clearer.

Window exit evolution - V1 to final

The solution that took the most iterations: a bait of a crate and an unloaded rifle pushing the player along the wall. From V3, the golden path was understood.

V1 / VFinal
V1 - bright exit opening
V1 - bright exit openingThe first pass shows the exit, but it is still too empty and visually overexposed.
V2 - framed exit route
V2 - framed exit routeThe second pass frames the window as a usable route instead of a simple opening.
V3 - route pressure
V3 - route pressureThe third pass adds stronger lighting contrast and makes the exit feel more intentional.
VFinal - readable escape angle
VFinal - readable escape angleThe final pass turns the window area into a clear route with stronger tension and pacing.

Window framing evolution - V1 to final

Hugging the wall, the player reaches the tensest area, closest to the enemies, and naturally follows the golden path to stay hidden from patrols.

V1 / VFinal
V1 - rough window opening
V1 - rough window openingThe first version has the opening, but the view direction is still too broad.
V2 - church-facing read
V2 - church-facing readThe second pass uses the window to frame the church and guide the next objective.
VFinal - final framed route
VFinal - final framed routeThe final pass makes the window, route, and next destination much more readable.

Observation cover evolution - V1 to final

This area places enemies and patrols almost facing the player, with a gap between the crates meant to keep them crouched.

V1 / VFinal
V1 - rough cover blocks
V1 - rough cover blocksThe first pass gives cover, but the shapes are still temporary and not very readable.
V2 - crate cover rhythm
V2 - crate cover rhythmThe second pass replaces rough blocks with crate cover and clearer enemy pressure.
VFinal - final cover read
VFinal - final cover readThe final pass keeps the stealth line while improving lighting, cover rhythm, and readability.

Stair room evolution - V1 to final

This open window offers access to the balcony, nudging the player right to climb the roof; the visible landmark recalls the objective.

V1 / VFinal
V1 - simple stair room
V1 - simple stair roomThe first pass blocks the room and staircase, but the route intention is still plain.
V2 - window and church read
V2 - window and church readThe second pass uses the window and church view to connect the room to the route.
VFinal - final vertical route
VFinal - final vertical routeThe final pass clarifies the vertical path with stronger lighting and cleaner interior composition.
Advanced Level Timeline - In-Level Route

In-level route timeline

This version reframes the level timeline with the advanced in-engine blockout. The goal is to show the final rhythm directly inside the playable space: entry pressure, rooftop route, warehouse infiltration, zipline release, a new guard house tension beat, church roof reconnaissance, prison raid, and extraction.

Advanced in-level Pinsk route timeline map
Point 01

Cinematic entry

The level begins after the introduction cinematic, which gives context before the player enters the playable route.

Point 02

Guard response

The player passes close to guards early, establishing stealth pressure and making the level intention clear.

Point 03

Rooftop route

The player starts using rooftops as the main infiltration path, with vertical traversal becoming the safest route through the city.

Point 04

Warehouse

The route compresses into the warehouse / German camp area, where enemy presence and cover density create a high-tension infiltration beat.

Point 05

Zipline

After crossing the warehouse discreetly, the zipline creates a release and moves the player toward the next infiltration space.

Point 06

Guard House

This added step keeps the player in close infiltration before the church. The guard house pushes the tension much higher because the player is now near enemies, cover, and the next landmark objective.

Point 07

Church roof

The player reaches the church roof, using the landmark as a reconnaissance position before the level transitions toward the prison objective.

Point 08

Prison raid

The roof-to-prison transition turns the level from stealth and reconnaissance into the action-focused raid objective sequence.

Point 09

Extraction

After the prisoners are saved, the route ends with the extraction beat, completing the level flow.

Final Level Design Guidance Polish & Validation Playtest

Final readability, guidance, and player validation

This future section will focus on the final level design polish techniques used to guide the player without making the route feel artificial: landmark framing, light placement, objective staging, cover rhythm, path contrast, enemy pressure, and camera-facing silhouettes. At the end of the section, a final playtest video slot will show whether the polish succeeded during real play.

Landmark guidanceThe church, prison, rooftops, and extraction direction are used as repeated visual anchors so the player understands the route from far away.
Local route cuesDoors, windows, rooftops, crates, lamps, gaps, and guard placement support the next step without relying only on UI instructions.
Tension controlThe polish will show how stealth pressure rises through the warehouse and guard house, then shifts into reconnaissance, action, and extraction.
Final validationA future final playtest video will demonstrate whether players understand the polished route, objectives, and transitions naturally.

Final polish validation playtest

Reserved video space for the last playtest showing that the level design polish, guidance, and route readability are successful.

Pinsk Prison Raid Walkthrough

Final raid walkthrough and level beats

This walkthrough presents the playable Pinsk Prison Raid route from the first infiltration beats to the prison objective and final extraction. Use the chapters to jump directly to the main Level Design moments: guidance, rooftop traversal, warehouse pressure, zipline release, guard house tension, church reconnaissance, prison raid, prisoner rescue, and escape.

What I Learned
Historical constraints, playtests, and readable guidance

A historical level only works when research becomes playable design evidence

Zemsty Nadszedł taught me that adapting a real operation is not about choosing between accuracy and gameplay. The strongest result comes from using historical research as a constraint, testing the route early, then polishing guidance until the player can understand the mission flow without losing the credibility of Pinsk.

My first mistake

I held onto historical accuracy for too long

From the beginning, I allowed myself some creative freedom, but I still tried to preserve several buildings and streets because they matched Pinsk in 1943. By V3, it became clear that this fidelity was limiting map readability and the quality of the player route. I therefore changed priorities: establish the Level Design first, then adapt historical reality around a readable and playable structure.

My second mistake

I initially made the level far too difficult

The first versions demanded too much from players and created unnecessary moments of blockage and frustration. Playtests showed me exactly where the difficulty was harming the experience. I used those observations to rebalance enemy pressure, encounters, and progression until the level became playable for most players without losing the intended tension.

Research lesson

Historical constraints taught me to work from a production brief

The maps, prison references, city photographs, and raid chronology were not decorative material. They formed a production brief that constrained prison placement, city compression, landmark use, objective order, and what I could adapt for gameplay. This exercise taught me how to turn research and imposed requirements into concrete design rules, prioritize constraints, and justify the compromises required to preserve both gameplay readability and historical credibility. It therefore prepared me to work within a real production brief rather than designing without an established framework.

Art collaboration lesson

Documentation and advanced blockout could help an art team dress the level

Although I created this project alone, the exercise taught me how to prepare clear production information that could be shared with Level Artists and Environment Artists. The advanced blockouts of the church, vehicles, modular streets, lighting, and props gave my Level Design intentions a concrete spatial form. In a team production, I could combine these blockouts with clear references to show which elements should remain historically credible, which could be adapted for gameplay, and what visual and functional intention each space should preserve. This method could make a future handoff easier and help an art team dress the level while preserving route readability, gameplay function, and historical coherence.

Playtest lesson

Validate the flow before investing in advanced blockout

The early flow validation was important because it tested the route while changes were still cheap: rooftop traversal, warehouse tension, church transition, prison objectives, and extraction rhythm could be confirmed before pushing the art blockout further.

Pacing lesson

Tension needs compression and release

The route became stronger when each beat had a different emotional function: warehouse infiltration compresses pressure, the zipline releases it, the guard house raises close stealth tension, the church roof slows into reconnaissance, and the prison shifts into action.

Iteration lesson

Recording every playtest made iteration more reliable

Recording the sessions gave me a lasting record of player hesitations, mistakes, misunderstandings, and successful moments. I could return to those observations between versions instead of relying on memory, compare each iteration, and correct recurring problems. This process helped me make the level readable and playable for most players.

Final takeaway

Making the raid playable became my strongest way to transmit its history

This project and its playtests showed me that letting players experience the operation was the most effective exercise in historical transmission. Although I dramatized and gamified parts of the event, every playtester understood the Pinsk Prison Raid, its objective, and its main sequence. For me, this proved that a playable experience can make history understandable without reducing it to exposition.

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