Create a First-Person Level blockout in Unity 6 based on Multiplayer. Research similar titles and document the design process. Undertake user testing and iterative based on it.
Alongside a determined asset list take the level past the blockout stage into a final level with materials and lighting.
I wanted to establish some things before I began to research so that I had a more defined scope
I wanted to design my First person level as if I developing for Escape From Tarkov
I wanted the level to take inspiration from Irish buildings and places.
I wanted to focus on a Point of Interest rather than an entire map
I wanted to create a space that offers many repositioning options both inside and outside of the main building.
I wanted to explore how high loot spawns and potential quests can tie into the level.
Tarkov Research:
Having lots of experience in Escape From Tarkov and after establishing a scope within the pre-production phase I took inspiration from 3-story dorms on Customs, The building offers alot of repositional opportunities and has many linking quests. It also has a room with the highest potential loot spawns on the map. I took inspiration from East Wing Resort on Shoreline, To me dorms feels like the little brother of resort. However there are some key changes between them that make them play very differently.
I spent some time diving into the different approaches players have for both of these POIs and decided I wanted to also create a 3-story building that falls between dorms and east wing resort in terms of scale.
Irish Buildings and places Research:
I thought Kilmainham Gaol could be an intersting building to take inspiration for my interior. I felt I could narrow the room alot to better fit the feeling that Dorms and Resort give while keeping it similar to the original
I was inspired by the image provided of the Pheonix Park Visitor Centre. It was a good reference for the overall scale of the POI I was looking to design. I also thought the exterior area would work within tarkov as it offers lots of variance for entering the compound.
I liked The Magazine Fort for how isolated it is in the park. The surrounding walls keeps the feeling of isolation even after entering the compound
The Irish War Memorial Park is very asthetically pleasing but what I really like are the circle zones on either side of the centre grass. they push the ground down which I feel can link into the main building via underground passageway which might be interesting.
with all of this I had defined a scope for my design:
Abandoned Prison located in a large open space. the jails main wing is a 3-story building with many entrances and repositional options. War has left its mark on the jail expanding the different ways to traverse the wing.
For this project I have completed the sketch and layout on paper including detailing of the different levels of the main building and the underground passageway.
I then made a simple blockout using Unitys probuilder feature.
Further Developments Planned
Scale needs to be addressed to be more realistic.
Adding much more environmental models to improve the aesthetic of the POI.
More depth to the interior of the prison.
Conduct user testing way sooner than I did.
Third-Person Co-op puzzle platformer with two uniqely shaped characters each essential to progressing