Level Design

This section shows my level design work for games, primarily multiplayer focused PvP maps. These are mostly examples using block-out methods via the Unreal BSP system. Using things learned from map editors like Halo Forge and map designs from other games as a foundational knowledge base, I went through and created these. While not final, they did near the stage of testing them to ensure that they functioned as intended.


Temple (PvP)

Temple is an attempt at making an asymmetrical map that works well for both objective and non-objective based game-modes. This map uses a symmetrical central area and a three-lane approach for the layout to allow for better map flow and options. This map is designed as a close quarters arena with a handful of sniper lanes to allow for long range engagements.

Landing Bay (PvP)

Landing Bay was one of the earlier maps I designed, inspired by the map Anchor 9 from Halo: Reach. This map uses the three-lane approach that many of my other designs use. The intention for landing bay was to allow more mobility abilities and long-range weapons for engagements compared to other maps. Landing Bay was designed more with objective modes in mind, making players move either along the back wall, outside, or through the middle support.

Relay Station (PvP)

Relay station was one of the first maps I designed and does not use the three-lane approach that many of my other ones do. relay Station is a very open map that favors long range engagements, though once in a base or the tunnels, the design encourages close quarters battles. Relay Station was intended to be for both objective and non-objective modes, the similar maps and multiple paths across the map providing numerous ways across.

Armory of Olympus (PvE)

Armory of Olympus was the first PvE boss arena that I designed. This arena was going to be for use in a Raid like encounter or mode with this being the first boss players would encounter. The design for this arena was meant to be very close quarters with numerous pitfalls and traps that the player could fall victim to. At the center stood the boss who would not leave his protective area. While this block-out was just a rough draft, from what gameplay was tested this arena worked relatively well.

Observation Deck (Social)

Observation Desk was the first map I designed and built in Unreal Engine 4. This map was made with a pair of Sci-Fi Asset packs from the Unreal Marketplace. The idea for this was that this would be an observation deck on an orbiting ship looking over earth. At the time this was seen as a simple area that would connect to a much larger space, but ultimately this map ended at this version. Design wise, this was relatively simple a observation window and area with two hallways leading to other areas.

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UI Design