Futuristic FPS Map
This project was created for the Level Design (GAMES 3100) at the University of Utah, where I set out to design a competitive FPS map with a futuristic theme. My focus was on blending classic 3-lane structures with modern traversal mechanics like wall running, sliding, and double jumps to add verticality and player choice. The result was an environment that encouraged interaction, rewarded spatial awareness, and balanced fairness with creativity in play.
Game Type
Level
Date
October 2024 - November 2024
Location
Salt Lake City, Utah, US
Role
Level Designer
THE LITTLE THINGS
THE PROCESS
​
From brainstorm to paper to first tests​
​​
-
Concept & Goals: Defined the project vision as a futuristic FPS multiplayer map, drawing inspiration from competitive shooter maps with iconic environmental details and strong replay value.
​
From brainstorm to paper to first tests​​​
​
-
Focused on environmental details and traversal mechanics to give players strategic depth.
-
Ensured a balanced playfield with mirrored fairness for both sides.
-
Added verticality (wall running, sliding, double jumps) to create more lines of sight and tactical options.
-
Designed the map so players experience both pressure and opportunity — feeling angles are scarce yet abundant depending on positioning.
​​
From brainstorm to paper to first tests​
​​
-
Concept & Goals: Defined a futuristic FPS multiplayer experience rooted in competitive balance.
-
Layout Design: Structured around a 3-lane format for familiarity and fairness.
-
Mechanics Integration: Implemented crouch, slide, and wall run blueprints, plus intuitive wall-jump detection.
-
Verticality & Flow: Added traversal options that opened new vantage points and combat dynamics.
-
Iteration: Refined map geometry through playtests, adjusting cover placement and signifiers.
​​
From brainstorm to paper to first tests​
-
Traversal mechanics dramatically improved engagement by making movement part of the strategy.
-
Verticality introduced dynamic sightlines and emergent gameplay opportunities.
-
Balancing angles was the most challenging element, requiring multiple iterations to achieve a competitive level of fairness.
BEHIND THE BUILD
I honestly just enjoy playing it. I wish I could host it and play with a bunch of friends.
​
For this project, I developed a set of movement mechanics in Unreal Engine 5, including features such as double jumping, Wall Running (with a fall-off effect), Sliding that slows down naturally, and Crouching, all using Unreal's Blueprint Scripting. I wanted them to feel fluid and responsive, the way I enjoy movement in my favorite FPS games.
