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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
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​Level Design
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Blueprint Scripting
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Lighting & Atmosphere
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Documentation & Workflow
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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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LEVEL OVERVIEW & Breakdown
Refined gameplay & world illustration.

ROOFTOP OVERVIEW

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

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

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

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

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

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.
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