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SKIES - MULTIPLAYER EXPERIENCE

A first person shooter multiplayer level

PROJECT OVERVIEW

DESCRIPTION

Designed with an agile workflow that allows the players to experience intense pvp combat situations ontop of a skyscraper
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

  • 3D Modeling

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REFERENCES & INSPIRATION

Gathering information and inspiration is key

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 early on. I always try to maintain an open approach on overviews for when the final product is complete.

BLOCKOUT ITERATIONS

LEVEL DESIGN PRINCIPLES & TECHNIQUES

CLASH POINTS

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I took great care in the design of including different clash points and how they will affect the outcome of the gameplay.
When a clash point occurs it's important to make them equal.

BOTTLENECKS & CHOKEPOINTS

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Bottlenecks and chokepoints. In order to evaluate wether it's good or bad, depends on the rest of the map design.
Having a vital point of interest for both opposing sides will provide an example where it's a good thing

VERTIGO

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Working with vertigo is a powerful thing, and a clear maker of boundaries aswell.
This also creates moments of uncertainty, where the player will have to decide on what to do next

NO MAN's LAND

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One 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.

LEVEL BOUNDARIES

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When ontop of an skyscraper, it's relatively easy to show.
The maps location and environment provides the player with an understanding of where the available space really is.

SIGHTLINES

Sightlines! Since this is a relatively small map, it's extra vital to really see where the sightlines are. Providing a carefully designed sightline within a shooter game, can be very useful and extremely satisfying when covering angles. 

CLOSING THOUGHTS

This project was a very informative.
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. 

Engdahl Design

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