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SKIES - MULTIPLAYER EXPERIENCE

A first person shooter multiplayer level throwing the player into an action packed experience

PROJECT OVERVIEW

DESCRIPTION

SKIES is a first person multiplayer level designed with an agile workflow that allows the players to experience intense pvp combat situations ontop of a skyscraper

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The different verticalities and levels provide a sustainable gameplay and is adapted to different gamemodes..

SPECIFICATIONS

   Time Dedicated: 4 Weeks

   Game Engine: Unreal Engine 4

 

  • ​Level Design

  • Blueprint Scripting

  • Lighting & Atmosphere

  • Documentation & Workflow

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REFERENCES & INSPIRATION

Gathering information and inspiration is key for a good design.

Call of duty: Modern Warfare 2, Counter Strike: Global Offensive, Battlefield 2042

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Vertigo
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LEVEL OVERVIEW & Breakdown

Refined gameplay & world illustration.

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ROOFTOP OVERVIEW

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SUBLEVEL OVERVIEW

Overviews and napkin designs are underway early. I always try to maintain an open approach on overviews for when the final product is complete.

BLOCKOUT BEFORE & AFTER

LEVEL DESIGN PRINCIPLES & TECHNIQUES

CLASH POINTS

I took great care in the design of different clash points and how they will affect the result and outcome of the gameplay. When a clash point occurs it's important to make them equal when the different teams traverse to the point itself. Having an unequal journey to the clash point will result in either an advantage or disadvantage.

BOTTLENECKS & CHOKEPOINTS

Bottlenecks and chokepoints. They can do good and they can do harm. In order to evaluate wether it's good or bad, depends on the rest of the map design and the flow of the level. Having a vital point of interest for both opposing sides will provide an example where it's a good thing. For this example the helipad is the capture point of the game, introducing a stalemate and a chokepoint in order to make the two sides interact with pure mayhem.

VERTIGO

Working with vertigo is a powerful thing, and a clear maker of boundaries aswell. For the project it was very clear on what the boundaries were, the map itself which is the skyscraper high above the clouds. The vertigo will also create moments and sensations of an uncertainty, where the player will be met with different thoughts and desicions

NO MAN's LAND

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 A dangerous but a powerful term is the 'No Man's Land', an area within a world or a level that acts as a neutral zone, presenting a risk for both sides when entering. The helipad as seen above, is visible from both sides with a capturable objective, vital for the teams victory.

LEVEL BOUNDARIES

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Boundaries and borders are always important. In this case when ontop of an skyscraper, it's relatively easy to show, either using railing, vertigo, hard edges and verticality. The maps location and environment provides the player with an unaware understanding of where the available space really is.

PLAYER AGENCY

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Player agency is very important in an multiplayer game, no matter the gamemode. Letting the player discover alternative routes and directions will do positive things for the gameplay experience.

SIGHTLINES

Sightlines! Since this is a relatively small map, it's extra vital to really see where the sightlines go. Providing a carefully designed sightline within a shooter game, can be very useful and extremely satisfying when covering angles. A sightline can either be for safe traversal, or an open area providing the player with a good prospect for encountering enemies.

CLOSING THOUGHTS

This project was a very informative and educational one.

Working on a thight schedule I did not manage to get everything implemented but I'm pleased with the concept itself and the level so far. After all, you're never really done with a design. 

I've learned a great deal when working with this project, especially when having a deadline, smaller playable area, limited gameplay & the environmental limitations given the fact that we're ontop of a building.

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