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DM- SpaceMall is a community level that was a solo project .This level was build for a Death Match in Unreal Tournament.
Unreal Tournament is a first person arena shooter and in the game mode death match players play free for all. The one with the most kills wins
Role: Level Designer
Engine: Unreal Tournament
Genre: Death match /First person shooter
Team size: Solo Project
Platform: PC

Multiplayer Map
Level
Designer

University
project
DM-SPACEMALL
Project Role
Level designer
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Utilized extended research for the creation of a Death match map in unreal tournament
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Created a blockout for a multiplayer Unreal Tournament map, defining gameplay elements that would be enhanced by the resulting level.
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Developed a comprehensive level design document that includes detailed information such as game pillars, visual references, and a breakdown of scenes.
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Conducted player experience design and balance adjustments based on focused testing with peers, ensuring a refined and well-tailored gameplay
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Modelled level design ingredients in Blender, like balcony infrastructure , Dome roof and other gameplay ingredients.
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I executed smoke test plans for every build of the level, swiftly evaluating fundamental functionalities and promptly identifying major issues through systematic testing

Design Pillars

Fast traversal
Movement flow
Verticality
Leashing
Final iteration
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Each area has atleast 2 entries/exit points for the player to explore and use to his advantage.
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The level is metricized that supports the fast travel pillar
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The level has been playtested biweekly and iterated from the playtesting data.
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There are elements that leash the player, such as the middle tower, waterfall, lighting and named of the spaces.
MOodboard
Link to Board

Level Planning
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Researched unreal tournament by playing other Death match maps to get to know the mechanics of the game
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Analyze how players made use of the mechanics and the spaces of other maps
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Build a shooting area space in gym level for understanding weapons and their ranges for weapons placement.
Playtesting
Playtesting sheet
Conditions of Satisfaction

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Level was iterated upon from data collected from playtests (by noting down observations and asking players to fill sheet with relevant questions)
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Level had a Smoke test plan which was executed weekly to check for build breaking bugs before playtesting sessions
Level Balancing
The biggest change for the level was the size, 2 buildings were removed due to lack of player encounters.
The level was tested to see if this big change would affect the balance of the level and that was not the case. I used the score to check for balance (check the gaps between scored) this indicates for example that the weapon placement and spawn points are balanced


Iteration
Level Design DOcument
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Created a level design document that contains , nodemap iterations , design pillars etc
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Scenes breakdown explaining changes
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Encounter breakdown and player objectives
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Photographic references showcase

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CONTENT PAGE

Gameplay ingredients

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