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About

Unreal Tournament Level

Victoria City

Unreal Tournament - Banner.jpg

Role: Level Designer

Genre: First-Person Shooter

Development Time: 5 Weeks (2018-19)

Tools: Unreal Engine 4

Team: 2
 

Contributions:

  • Level Design

  • Composition

About

Victoria City is a Symmetrical, Victorian Cyberpunk inspired level designed for Team Deathmatch, Capture The Flag and Payload Game Modes that rewards tactical and coordinated team play. 

Mechanics

Mechanics

Movement

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The level's Dominant Feature is Movement where we wanted to reward players that have mastered these abilities. By analyzing the Metrics such as Run Speed and Jump Length i could design with them in mind. 

Weapons

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The weapons can each excel in different situations. By properly analyzing their different abilities I could design the levels with them in mind. 

Design

Level Design

Summary

The level is Targeted for Mid / Hard-core Audience with experience of Team oriented First-Person Shooters. 

It was designed for Capture The Flag, Payload and Team Death Match Game Modes and play styles such as Snipers, Rushers, TacticiansCampers and is approachable for beginners with its open and simple layout

  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
Different Key Areas of the Level

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High-Level Top-Down

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Key Areas

Spawn Area

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  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.

The Flag Area

  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.

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The Sniper Tower

  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.

The Shelter

  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.

The Main Side Path

  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.

(Hover Over for More)

The Central Battle Area

  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.

(Hover Over for More)

Conceptualization

Ideation

Inspirations for the Theme

Art

  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.

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Inspirations for the Design

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Level Analysis - Overwatch - Watchpoint Gibraltar
Download Here

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Design Research

  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.

High-Level Sketch

  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.
All of the White Board Sketches of the Different Areas

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Early Block-Out of Areas

White Box

  • The game started as a Project where i researched about Tutorials in Video Games. ...
    The game leaned early on to something in First-Person as I was the sole developer and couldn't rely on characters and animations etc. and wanted to showcase interesting design. I had an old idea of Rewinding and Fast forwarding time and manipulating objects during their different states, so I did research with this in mind and got a lot of inspirations in terms of Level Design and Puzzle Components, mainly from Portal and Quantum Conundrum. I brainstormed with the components and mechanics in mind to get a sense of the amount of variations of puzzles that could be made by combining them with each other. I then prototyped the Mechanic and some Components and saw the potential and decided to continue.

(Hover Over for More)

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