New Babylon

First Person Multiplayer Shooter

Currently a WIP

 
 
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Type of Project: Solo Level Design for a personal Project

Software Used: Unreal Engine 4, Photoshop, Blueprints


New Babylon:

New Babylon is a multiplayer shooter designed for 8-12 players. It was originally designed as a rush/search and destroy map, however through production I pivoted the design to encourage a more point controlled level. I took inspiration from multiplayer maps from counter-strike, call of duty, and other famous multiplayer shooters. I then made a set dressing pass in order to create easy-to-call unique areas in the map. I also made sure to light the level in a way where players would be able to tell what “side” of the map they were on by the colors of the lighting.



Responsibilities:

  • Responsible for initial 2D design, whitebox, final layout, combat design, set dressing, lighting, play testing, iteration, and optimization.

  • Iterated and improved design based on feedback from players, as well as observed game balance.

  • Designed map around central chokepoints in order to encourage player on player combat.

  • Used lighting and set dressing to set up areas around the level that can be easily called out by players.

  • Utilized an asymmetrical, but still balanced, design in order to create more interesting spaces that were varied from one another.


When first tackling the design of this map I blocked it out  to generally get the feel of the level without any set dressing. I color coded all the objects in the environment to distinguish what is part of the structure of the map, what is meant to …

When first tackling the design of this map I blocked it out to generally get the feel of the level without any set dressing. I color coded all the objects in the environment to distinguish what is part of the structure of the map, what is meant to be part of cover, while still being part of the structure of the map. This helped me easy tweaks when I was missing cover in certain areas.


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Balance was an important consideration as well, making sure that while the map was asymmetrical, both side had access to sniper holes, objectives, and chokepoints. I took inspiration from games like counter-strike, overwatch, and team fortress 2. I wanted to make sure the map was balanced, as well as fun to play from both sides. I had to take into consideration that this was also a conquest maps, so I wanted to make sure the conquest points were at balanced areas. I set them up across the map, into chokepoints, and wanted to make sure that each had multiple pathways in, and felt big enough to defend.


Lighting and Set Dressing

I started with a simple lighting scheme to test the gameplay and first passes of set dressing. As I continued to develop the level I updated the lighting to feel more stylized, and give each area a more unique color scheme.


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