Custom Unreal Tournament 3 Map, December 2018
Roles: Level Designer, Lightning Artist
Time: 4 weeks
Team Size: 1 Designer, 1 3D Artist
Tools: Unreal Tournament Editor, Perforce P4V
My contribution: Level Design, Composition, Lightning
Working in pods of 1 3D Artist and 1 Designer, I provided everything from measurements to early white box levels and prototypes to building the final level with modular assets.
I also took on the role of a lightning artist to help out my teammate.
Laboratory is a 5v5 capture the flag map, which caters to both new and veteran players.
It's set in an underground sci-fi dark-toned lab, where something seems to have gone very wrong.
This map allows for all kinds of playstyles, from sneaky plays to quick-paced combat as well as featuring multiple strategizing opportunities.
The main goal of the level design was to create a smooth flow with quick-paced combat, which fit into the game universe as this map was made for an existing game.
I achieved this by lots of prototyping, researching and playtesting. I made the map smaller with a slight chokepoint around the killing floor to center the action around the focal point (F).
The objective of the map is getting past the killing floor, stealing the enemy flag and safely return it to yours, without getting killed and dropping it.
• Many possible routes • Anyone can play • Strategizing opportunities • Pacing
• Classical comp • Rewarding for attackers • Teamwork & Strategy • Purposeful spacial design
All paths, especially the ones that are more closed off, have some sort of cover for the player.
This makes the paths more forgiving and balanced, allowing the players to sustain HP longer and therefore ensuring that they can reach the objective.
To communicate cover to the player I chose assets that clearly broke off the geometrical shapes of the surroundings, making them easy to spot.
Wall shapes and level flow
Consistent throughout the map, the walls in the level guide the player.
Using angled walls I made sure there was a natural flow so that the level seamlessly guides the player forward.
When on the golden path, the player never has to stop and take a sharp turn with the use of their keyboard.
Shape language and contrasts
All doors and entrances share similar shapes, which teaches the player to subconsciously look for them.
I built the light to create a clear contrast by the openings of the entrances to make them more easily spotted.
To guide the player there are always leading lines along with the level structure.
The player notices the lines breaking off or tilting, which helps to communicate the paths. They also show the player where the path continues on the other side, especially around edges.