In this level, players take on the role of a train robber protagonist who, after successfully looting a bullion train with their gang, finds themselves betrayed and imprisoned. Now, the protagonist must orchestrate an escape and evade capture as England's most wanted thief, fleeing from Birmingham.
This narrative draws inspiration from the infamous Great Train Robberies of 1855 and 1963. During my tenure at the West Midlands Police Museum, I encountered the story of gang leader Charlie Wilson and his audacious prison break, where he and his crew managed to escape in just three minutes. This daring escape serves as the core concept for this level.
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In this trailer elements of my rapid prototyping and grey-boxing process are shown. From hero locations, player mechanics and mission narrative.
Gameflow:

1. Players start locked in a Victorian Lock-Up cell and must find tools to escape. They navigate past guards, through open cells, and reach the street via an open lightwell from the Old Kitchen.
2. They then traverse streets and rooftops to reach the Cathedral atop a hill. Next, they head to the train station, navigating rooftops to access it.
3. Outside the heavily guarded station , players opt for an alternative route along train tracks, advised by an ally. They reach the platform, advised again to use canals. Scaling the clocktower, they locate the aqueduct and another ally.
4. The final chase ensues as players flee across rooftops to the aqueduct, board a canal boat, and progress to the next level, Grand Union Canal.​​​​​​​
The Cathedral has 8 main points of interest and they include loot boxes, minigames and art gallery collectibles.
Upon entering the cathedral, players should tread cautiously to avoid arousing suspicion, as the pace of the level slows down. Having evaded enemies thus far, players pass by two NPCs to reach the sanctuary, where they are safe from police presence.
The ornate altar features a locked area. Players can utilise their lock-picking skills to unlock it and obtain map pieces. Completing this puzzle unlocks a UI minimap.
The final point of interest in the Cathedral is the viewpoint at the top of the spire. This will give the player a view of the city centre of Birmingham. From here they will be able to see New Street Station. This is where the protagonists ally has said that they would meet them, with a plan to escape Birmingham.
The final hero location is Birmingham's New Street Station. It's heavily guarded, requiring the player to stealthily navigate through using the varied heights of the station. This area prompts players to employ problem-solving skills to plot their escape route and manoeuvre through the space.
Navigating this area requires the player to rely on their sense of hearing, as there are hazardous trains moving in and out. When designing the station, artistic liberties were taken due to limited historical images, resulting in the addition of beams and a clocktower to enhance the space's dynamism and intrigue.
From the clocktower, players gain a strategic vantage point to observe their final destination, allowing them to plan their next moves accordingly.
To create an engaging grey-box level, I prioritised creating visually captivating vistas that would intrigue players.
The first vista features the cathedral interior, envisioned with stunning stained-glass windows and soft lighting. This transformation signals to players that they've entered a distinct environment, allowing for a slower pace to let them catch their breath.
The second vista highlights a beam leading to the train station's clocktower. This architectural feature not only frames part of the exterior scenery but also employs "Expansion by Compression," a technique that juxtaposes small and large spaces to enhance the grandeur. In gameplay, this signals an impending event, such as a fast-paced chase sequence.
The final vista exemplifies "Denial and Reward." Given Birmingham's dense urban layout, aiding player navigation posed a challenge. By strategically denying and rewarding certain views, I facilitated player orientation and navigation. This screenshot depicts the player scaling the cathedral, with the Lock-Up—their previous location—framed below. Upon reaching the cathedral's peak, players gain a clear view of their destination: the train station.
The three videos showcased here depict initial block-outs of various areas within the level. My approach involved creating independent assets that could be easily replicated throughout the level. This encompassed crafting diverse roof structures and building façades.
Given the level's emphasis on rooftop navigation, each roof was designed to offer engaging exploration opportunities, while every building façade was tailored to enable player climbing and roof access. Additionally, each roof featured distinct interactive elements, from hiding spots to loot boxes.
Another significant asset developed for the level was the trains. With a focus on train robberies, various types of carriages were required. As such, steam engines, freight carriers, and luggage carriages were specifically designed and implemented.
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