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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.

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Prototype Map 4

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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

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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. 

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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

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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

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Spawn Room

Combat room 1

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Final Room

Final Hallway

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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

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Final Room

Final Hallway

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