Starfield: Firefly project cover
02 / Creation Kit

Starfield: Firefly

A standalone Starfield quest where a delivery mission becomes a rescue operation inside a hospital under attack.

Starfield: Firefly video placeholder
POSITIONS
Level Designer
Narrative Designer
ENGINE
Starfield: Creation Kit
PLATFORM
PC
DEVELOPMENT
250+ hours
Finished May 2026
DESCRIPTION

Firefly is a standalone single-player quest for Starfield, designed for players around levels 13–17.

What begins as a delivery mission to Doctor Anderson quickly turns into a rescue mission when the hospital comes under attack. After securing the lab, players uncover the truth behind the experiments and must choose between sacrificing lives for a potential cure or shutting the project down.

The quest blends combat and storytelling across six combat zones, from an outdoor plaza to an indoor medical lab. Guided by the concept of circular flow, the level encourages players to adapt their tactics while narrative moments provide pacing and deepen immersion.

DESIGN GOALS
01

Circular Combat Flow

Design combat spaces with multiple routes and no dead ends, encouraging constant movement and giving players more tactical options.

02

Landmark Design

Use distinct visual landmarks to help players understand their location and navigate the level with less confusion.

03

Hybrid Narrative

Deliver the main story through quest dialogue while using terminals, notes, and scene composition to reward exploration and reveal additional story elements.

DESIGN DETAILS

Circular Combat Flow

For the exterior, I used catwalks and high ground to divide the space into distinct functions: the main combat area, the main walkway, and an alternate path. I established the intended gameplay function for each space, then placed cover to support the utility of those zones.

Firefly exterior combat flow diagram

I first created the catwalk, which separates the area into three parts: the paths on both sides and the central area. Because the middle was too wide, I divided it into two paths and then placed cover to fill the combat zone. To complete the circular flow, I added a secondary staircase at the rear of the catwalks and joined the catwalks in the center, eliminating dead ends and supporting continuous player movement.

For the interior, emphasizing verticality expanded traversal choices and introduced greater complexity to NPC pathing and AI behavior. Multiple staircases create a vertical loop between two levels, allowing players to retreat to high ground for a tactical advantage or drop down to flank.

Firefly interior vertical combat flow

Landmark Design

In the exterior, I used soft visual guidance. The architectural skyline creates leading lines that draw the eye toward the main objective, ensuring that the mission-critical building remains the focal point of the environment.

Firefly exterior landmark and leading lines

Inside the quest, I used the Center Hall as a landmark. It sits at the heart of the interior structure and players visit it multiple times, so I reinforced its visual identity with unique assets and a specialized color scheme.

Firefly Center Hall landmark

Hybrid Narrative

I expanded the background through branching dialogue outside the main questline, clarifying the origins of the conflict and giving players deeper context.

Firefly dialogue narrative detail

As the mission moves indoors, Doctor Anderson is the only character available for dialogue. I used terminals and data slates to offer alternative perspectives on the events, increasing the number of narrative beats throughout the level.

Firefly environmental storytelling terminal
POSTMORTEM

What Went Well

  • The level has a clear story structure and a plot twist that supports the overall player experience.
  • Feedback helped clarify how spatial layout affects combat. Circular combat flow made encounters more dynamic and engaging.
  • Sub-goals, clear sightlines, and early bottleneck identification created intuitive navigation and consistent player direction.

What Went Wrong

  • Limited experience with 3D spatial design and Starfield’s metrics led to several large-scale layout revisions.
  • Repeated wall assets and color variations made the environment visually repetitive and weakened narrative support.
  • Too much time spent refining layout left insufficient time for NPC sandboxing, AI navigation, and overall polish.

What I Learned

  • How dialogue and environmental storytelling can create narrative beats and control pacing.
  • How feedback exposes major layout problems and improves sightlines, navigation, and player flow through iteration.
  • How to learn a new engine quickly through documentation, wikis, and AI tools.