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Unreal Tournament Level

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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Pre-Production 

First was the pre-production. Where I Mapped out the layout of the map. This map features 3 sections laid out on top of each other. With the main focus on creating points of interaction to encourage combat.

Underground Section

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The underground section is the longest path between the map's two forts. I wanted to make a chaotic pathway that forced a lot of confrontations.

Ground Level Section

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I designed the ground-level section to be the intersection of all pathways between the flags. With lots of branching paths, I tried to give players a lot of options to create a sense of freedom of choice.

Sky Section

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The Sky Section was designed to be the high-risk and reward path. With floating platforms for the player to jump across and sniper rifles to collect.

Grey Boxing & Playtesting  

When the concept was complete I built the map piece by piece. Playtesting each part to see if it worked for multiplayer. 

Sky Section platforms

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Pit in Map Center

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Neutral Underground Section

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Screenshot of Playtesting

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The Challenge, Adding Modularity 

At this stage, I had completed Grey Boxing. Here is when it was announced we would be creating the final build of our levels using modular assets. Limiting us to 10-20 assets from a low poly asset pack. 

Screenshot of Playtesting

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While Replacing grey boxes I also Reused the same barrel asset a lot. 

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Screenshot of The level during the last week

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By the final week, the Level was completely low poly and ready for lighting to be set up. Overall it went well considering I didn't plan for the level to use these assets. 

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