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Buried FPS Level
For an assignment, I designed and built a custom level in Unreal 5. Using the basic first-person shooter mechanics I took this through the early stages of level design. Even placing lighting and textures. My overall goal was to create an underground-themed level. It went well
Pre production
For an assignment, I designed and built a custom capture of the flag multiplayer level in the Unreal Tournament. I took this through the early stages of level design. Along with a surprise change at the end.

Prototype Map 4


playtesting was where the level staring getting polished. a lot of mechanics and mapping had to be adjusted for a better experience.
Grey Boxing
Now that I had a map design and mechanics I had to build and test it
Overview of the level during grayboxing


Taking the level from diagram to grey boxing had me making changes to fix limits on space. it was also the first chance I got to actually play with all the mechanics put together.
playtesting screen shot
Lighting and Texturing
once the core level as improved based off playtests it was time to add in lighting and textures.
Map overview with skybox

Most of the map was built with a sky box present for the lighting. To simulate an underground environment I removed the skybox and placed all the light manually.
Map overview without skybox

Spawn Room
Combat room 1


Final Room
Final Hallway


Texturing
With the texturing, alot of models were replaced with new assets, the challenge was getting the size right without messing up the textures
Spawn Room
Combat room 1


Final Room
Final Hallway


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