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Level Design Work

This is a compilation of the Level Design Work I have done over various projects, some of which are also featured as stand-alone projects in my portfolio. 

Level Design Assignment

This is a documentation of a small Level Design Project

The personal goal was to create a map that I would like to play in the next futuristic FPS Game in a multiplayer setting.

Blueprinting Work

Sliding

Blueprints to enable crouching and sliding in the level.

A wall detection system that will allow the player controller to know if the player can wall run, a second set of blueprints to make the jump off a wall more intuitive.

Thoughtprocess

I wanted to focus on creating a level that involves player interaction with the environment, drawing on my experience as a fan of FPS games set in the future. Something that stuck with me was the endless environmental details I would remember from each map, which could give me an edge over my opponent. I wanted to replicate that with this map.

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The map features a balanced playing field for both sides to facilitate competitive play, and the classic 3 lane design prominent in the multiplayer FPS games gives the map a sense of familiarity to a large player base. 

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Findings from the project.

The addition of mechanics like wall running, sliding, and double jumping adds a new dimension for the player to traverse in.

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The addition of this verticality creates more lines of sight. From my findings, a good competitive FPS map should make the player feel the lack and the abundance of angles concurrently. Balancing the map to give it those details was the toughest part of creating this level. 

Levels in Games

More of my Level Design Work is featured in these games:

Lingua Franca

Shopping Shotguns

Nightmare Seekers

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