Rail Yard
Rail Yard
Type: First Person Shooter (Four-person team)
Development: October 2025 ( 7 weeks) I worked on the "Rail Yard" section
Description: In the "Rail Yard," destructible windows and constant gunfire create an exhilarating, action-movie-like experience. The edgy atmosphere is filled with potential showdowns, immersing players in the chaos of the railyard while offering scenic city views. Players will be encouraged to explore, savor the ambiance, and uncover secrets that tie the entire map together into a cohesive transit experience.
Purpose: The purpose of the "Parallax Plaza" map is to create an experience that highlights player positioning and interaction with the environment. The overall goal is to utilize verticality in order to encourage players to make creative strategic decisions while ensuring balance and fairness.
Sound credit: Peter Clyburn
Link: N/A
Gameplay Video
White Boxing
Theme References
Paper Map
GAME DOCUMENTS
Point of Interest
Launch Pads to reach weapons on trains
Moving platforms serve as a strategic means to access weapons and gain a tactical advantage over the enemy team.
Jumping on a train can provide a tactical advantage.
Breaking through the glass opens up new pathways
Moving platforms provide innovative methods for navigating the map.
Powerful weapons can be found on the moving platforms.
Moving platforms will enhance player engagement and make the experience more exciting.
You can access new and unique routes from the moving platform.
This route allows the player to quickly travel between multiple areas.
Breakable floors provide players with strategic opportunities to ambush their opponents.
FINAL THOUGHTS
Parallax Plaza was by far the most enjoyable experience I have ever had while collaborating on a video game. It seemed almost unanimous when we decided to develop a game themed around giant robots, futuristic weapons, and the ambiance of a busy city at night. When it came time to determine which area each of us would work on individually, I volunteered for what appeared to be the most challenging part. I felt this way because none of us had a clear idea of how my section of the map would be built or how it could be constructed cohesively. However, since it was something I had never done before, I welcomed the challenge and told my team, "I don't know how I'll do it, but I'll figure it out." I believe that focusing more on level design rather than player mechanics during this project allowed me to create something innovative and unique that aligned with my team’s vision for Parallax Plaza. However, I faced personal challenges, such as balancing my ambitions with my actual abilities. I wanted to create something groundbreaking, something that no one in the class had ever tried or thought possible. Yet, my professor reminded me that needs must always take priority over wants. The mechanics and features must work properly and add value to the player’s experience. If something cannot be optimized, then, regardless of how much I wanted it in the game, it had to be cut.
Applying these concepts early on resulted in a smooth and relaxed brainstorming experience for my section of the map. When I presented my ideas to my teammates, we experienced a mix of optimism and skepticism, similar to our last project. I didn’t blame my teammates for having little faith in my vision; for me, when I imagine something, I can already see it completed. In my mind, my section already had everything built, from the moving trains to the breakable glass. I knew it was possible because I had already created it in my head. All I had to do was deliver. Over the following weeks, my teammates and I created a seemingly cohesive experience because we all understood our roles. We recognized that our sections needed to complement one another. Each individual section should feel as though it was designed by the same person, with one goal in mind: to create the best possible experience for players. This project validated everything my professor taught us throughout the semester and reinforced the importance of communication and trust when working as a team. A final takeaway: if you believe in an idea, pursue it. If you engage in a project, push beyond your limits; after all, what’s the point of being creative if you’re afraid to innovate?