LEVEL DESIGN
2022

DM-SPACEMALL

DM-SPACEMALL is

DM-SPACEMALL

DM-SPACEMALL

Unreal Tournament - Level for death match

ROLE
Level Designer
TEAM SIZE
1
DURATION
2
ENGINE
Unreal Engine 5
GENRE
FPS
PLATFORM
PC

Evolutionary Timeline

From greybox concepts to fully realized cinematic environments, our iterative process focused on refining spatial clarity.

Initial Concept
Phase 01

Initial Concept

Focused on "The Great Descent" hub area. Spatial metrics were established for double-jump and dash mechanics.

Iteration: Lighting as Guide
Phase 02

Iteration: Lighting as Guide

Added 'Lure Lights'—soft celadon emitters placed near critical objectives. Reduced disorientation by 40%.

Final Polish
Phase 03

Final Polish

Environmental storytelling layers added. Ruins given "history" through unique asset placement and vertex painting.

Design Deep Dive

Environmental Guidance

Challenge

Complex 360-degree navigation leads to backtracking.

Solution

Established 'The Weald Language'—slanting architecture points toward the next goal.

Outcome

"Felt like the world was helping me without telling me what to do." — Playtester 04

Narrative Integration

Challenge

Text-heavy logs were ignored by players.

Solution

Used 'Echo-Echo'—localized soundscapes triggered by specific architectural shapes.

Outcome

Increased narrative engagement metrics by 120%.

Progression Design

Challenge

New mechanics felt like 'keys' rather than 'tools'.

Solution

Designed 'Ability Arenas' where new tools solve environmental puzzles before combat.

Outcome

Players mastered mechanics 3x faster than in initial builds.

Research & Inspiration

The aesthetic was born from researching high-end brutalist architecture fused with 1980s retro-futuristic malls. Technically, I analyzed classic UT maps like DM-Rankin and DM-Deck16 to understand how verticality was used not just for combat, but as a traversal tool.

Reference moodboard image 1
Reference moodboard image 2

Design Planning

Fast Traversal

Ensuring unobstructed paths to maintain momentum during high-speed chases.

Vertical Combat

Leveraging multiple elevations to create distinct height advantages and risks.

Balanced Distribution

Strategically placing weapons to avoid dead zones and encourage exploration.

Multiple Routes

Preventing bottlenecks by providing at least three exit points for every room.

Clear Landmarks

Using architectural focal points for instantaneous player orientation.

Continuous Encounters

Tightening the geometry to ensure players meet every 15-20 seconds.

Design Pillars

Fast traversal

Verticality

Movement flow

Leashing

Gameplay ingredients

Gameplay ingredients

Systemic Responsibilities

Level Design

  • Blockout and Greyboxing
  • Node map pathing optimization
  • Sightline and occlusion management

Gameplay Design

  • Weapon and item placement logic
  • Jump pad and lift physics tuning
  • Health/Shield pickup economy

Production

  • Continuous playtest coordination
  • Rapid iteration based on feedback
  • Performance profiling in UE4

Node Map Evolution

V1
Node map v1

Observation

Central room was too large; players spent too much time searching.

V2
Node map v2

Action

Added a second floor and four jump pads to bridge the vertical gap.

V3
Node map v3

Optimization

Redistributed power-ups to fix central camping issues.

V4
Node map v4

Validation

Flow confirmed via smoke tests; encounter rate hit 18-second target.

Level Breakdown

Center Arena

Center Arena

The primary focal point. Houses the Shield Belt. Highly exposed from all levels.

Cafeteria

Cafeteria

Sightline breaks and tight corridors for close-quarters combat specialists.

Tech Room

Tech Room

Medium risk zone containing the Flak Cannon. Connects lower mall to main atrium.

Art Gallery

Art Gallery

A long-range engagement zone designed for snipers and flanking maneuvers.

Spawn points

Spawn points

Spawning points are in front of each building

Playtesting & iteration Loop

Round
Key Finding
Action Taken
Result
01

Combat spaces felt cramped during high-mobility phases.

Increased arena ceiling height by 25% and removed low-profile clutter.

SUCCESS: +30% positive feedback on mobility.

02

Players didn't realize they could break specific stone barriers.

Added subtle 'vibrating light' effect to all destructible environmental assets.

SUCCESS: Zero players stuck at destructible gates.

03

Atmosphere felt "too dark" and depressing over long sessions.

Introduced 'Skybox Breathers'—pockets of blue sky and warm stone brown tones.

SUCCESS: Extended average play session by 15 mins.

04

Wanted to check if the map size was accurate for dead match

Playtested with a full lobby

The final deathmatch playtest produced closely matched kill ratios across players, demonstrating that the level layout effectively supported balanced gameplay, fair engagements, and equal opportunities for success.

Project Outcomes

85

Positive task completion

Users successfully completed the 'Obsidian Reach' level without using the mini-map.

🚀
5 rounds
Intensive Playtesting

What worked

  • ●Architectural silhouettes as landmarking.●
  • Tonal contrast for objective highlighting.●
  • Asymmetric layout design to prevent cognitive mapping fatigue.

Next steps

Applying these things to the next build for better optimization

LEARNING

Scale is relative because there isnt such things too big

Final Level Production

Gameplay Demo
Top reference image
Bottom reference image

Reflection

What Worked

  • Movement Chains

    Players naturally discovered infinite loops using wall dodges and jump pads.

  • Visual Orientation

    The central spire served as a perfect North Star for navigating all sectors.

  • Weapon Pacing

    Weapon density perfectly matched the speed of Unreal Tournament gameplay.

Biggest Lesson

The most valuable realization during this project was that addition is easy, subtraction is hard. The map only started to feel competitive when geometry was aggressively removed unless it served a specific mechanical purpose. Minimalism in level design is not about less detail; it is about clarity.

Final Reflection 2024