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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.

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

Pit in Map Center

Neutral Underground Section

Screenshot of Playtesting

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


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




Screenshot of The level during the last week

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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