Description
Genre: MMOTPS
Platform: PC-Windows
Engine: UE5
Release date: 2023 (LiveOps)
Tools Used
Jira & Confluence
PlasticSCM
Unreal Engine 5
Landscape Tool
Foliage Tool
Blueprints (Visual Scripting)
Teams
Genre: MMOTPS
Platform: PC-Windows
Engine: UE5
Release date: 2023 (LiveOps)
Jira & Confluence
PlasticSCM
Unreal Engine 5
Landscape Tool
Foliage Tool
Blueprints (Visual Scripting)
Teams
Position: Level Designer
Duration: August. 2023 - Current Job
Designed 1 PvP & 6 PvE maps for 3 game modes: Horde mode (PvE), Capture the Flag (PvP), and Deathmatch (PvP).
Designed 3 prototype levels for the Horde mode and Skateboard mechanic to validate the level vision of the modes.
Adapted 4 existing PvP levels so they could be playable in "Capture the Flag" game mode.
The level needs to support 2 modalities:
PvP: more specificaly Deathmatch, Team Deatchmatch, and Capture the Flag.
Horde mode (PvE): the map has 3 specified spawners from which different waves will go towards the main area of the map (temple)
Spawners (S): placed in differentiated biomes near easy-to-see landmarks (lake, canyon, ship) so the player understands where the horde is coming from.
Note how there is more than one available path for each spawner, meaning that the enemies have flanking opportunities.
Main Area (Green): It is the area that the players will need to defend.
This area also has limited vision outside of it, thanks to its solid walls.
Note how the temple presents 3 heights: the subterranean, the floor level, and a second height that allows the player to have more shooting angles.
All vantage points (P) present blocked lines of sight to some entrances (E), which require other players to secure other positions to kill the enemies. This helps reinforce the game's co-op feature.
In this map, the enemy bases are placed outside the temple area.
They are built with more than one way or path to approach the central area:
Side stairs
Main stairs
Underground floor
Broken walls
Underground Route:
It acts as an alternative route that both teams need to defend and maintain to flank the enemy team and appear directly at important locations, like the main tower (T) or by the small towers (F).
Design a POI that can hold PvP, PvE, and horde mode events. The player will need to attack the place and gather resources located at a goal position.
In the case of the horde mode, the player will need to hold the location during some minutes.
Create a POI with different approaches and that offers different ways of using the tools that the player has available.
Use the layout and props to suggest to the player the narrative setting and mood: they found an outpost that has been buried in sand.
Gathered references on how the space of deserts and militar outposts looked like.
Created the first iteration both of the layout and the blockout.
Iterated the blockout according to the feedback provided.
During the pre-production phase, I used both the world references that the other level designers found and were using while also searching for ones directly related to my POI.
The idea of this is that, this way, the mood and general landscape of the open world is the same in all locations, but we are free to explore unique characteristics for some POIs.
Worked on adjusting different PvP maps for a new game mode already released: Capture the Relic (CtR)
For all needed maps: adjust the player amount to ensure a balanced match.
Place the relic spawners (pick-up item that gives points)
Playtest the changes
Discuss with the designer of the gamemode the result of my work and the received feedback
For more specific information, my other tasks are under NDA. This means that I am not allowed to share more information about it right now. I can share more information in an interview with you.
CONTACT ME FOR MORE INFORMATION!