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

Movement

Unreal Tournament - Dashing and Wallrunn
Unreal Tournament - Dashing and Wallrunn

Player can Dash Jump and Wall Run on Walls

Unreal Tournament - Gliding
Unreal Tournament - Gliding

Player Can Glide on the ground to fit into smaller gaps.

Unreal Tournament - Dashing and Wallrunn
Unreal Tournament - Dashing and Wallrunn

Player can Dash Jump and Wall Run on Walls

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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

Unreal Tournament - Missile Launcher
Unreal Tournament - Missile Launcher

Missile Launcher can Lock onto enemies, ideal for hunting down Flag Carriers

Unreal Tournament - Sniper Rifle
Unreal Tournament - Sniper Rifle

Sniper excels at long range

Unreal Tournament - Shock Rifle
Unreal Tournament - Shock Rifle

Shock Rifle can Flush out enemies behind cover by combining its both abilities

Unreal Tournament - Missile Launcher
Unreal Tournament - Missile Launcher

Missile Launcher can Lock onto enemies, ideal for hunting down Flag Carriers

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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. 

 

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

Rewarding Successfull Pushes


  • Successful Attackers on the Main Path gets rewarded with an Easy Access into the Defenders Shelters and its Roof Top.
  • Inside they can Heal and wait for reinforcements and coordinate a Final Push with their team since they're close to the flag.
  • Easy to Defend from the inside, but can also be defended / attacked into from the Flag Area using the Bio Rifle to cover holes or shoot glide balls in.
  • The Bio Rifle can also be used to cover the middle effectively at the same time.




Shelters Roof Top


  • Overlooks the Main Side Path, Central Battle Area and Flag area and can thus defend / attack all of them.
  • Players can however easily get flushed out from its small covers by Grenade Launchers or Shock Rifles which there are ammo of on the Main Side Path.





Different Key Areas of the Level
UnrealTournament - FlagArea1 - 24Aug
UnrealTournament - FlagArea1 - 24Aug

UnrealTournament - FlagArea2 - 24Aug
UnrealTournament - FlagArea2 - 24Aug

UnrealTournament - Sniper Tower 1 - 24Au
UnrealTournament - Sniper Tower 1 - 24Au

UnrealTournament - FlagArea1 - 24Aug
UnrealTournament - FlagArea1 - 24Aug

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High-Level Top-Down
Top_Down_WithLegend
Top_Down_WithLegend

MapLayout
MapLayout

Top_Down_WithLegend
Top_Down_WithLegend

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Key Areas

Spawn Area

UnrealTournament - Spawn Area
UnrealTournament - Spawn Area

UnrealTournament - Spawn Area
UnrealTournament - Spawn Area

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Overview


  • The Players spawn about 5 seconds from the Flag, this is to counter the Low Re-spawn Time the game has, so it's not too easy to defend the flag.




Supports Several Modes


  • Can easily be Modified into Team Death Match or Payload modes by adding Additional Doors at the Exits.




Catch-Up Mechanic


  • If the flag is taken, a Door above the spawn will open which can be used to get to the Flag Area much quicker.
  • Players also receive a Homing Seeking Missile Launcher which can lock on to Escaping Flag Carriers.




Negating Spawn Camping


  • Has Multiple ways out of the Spawn into the Flag Area to negate Camping.
  • Some paths give quicker route to Vantage Points or to the Main Side Path.





The Flag Area

When I started blocking out I did half of the level first ...


carefully and to save time.

  • Then duplicated it all under a parent which i put in a different folder, then mirrored it so the other side clicked exactly in the center and was an exact replica.
  • When updating the level I only did it for one side then re-did the process, and it worked for a long time since it was so light weight until the last weeks when the real art came in, so I saved a lot of time on that.





UnrealTournament - Flag Area
UnrealTournament - Flag Area

UnrealTournament - Flag Area
UnrealTournament - Flag Area

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UnrealTournament - FlagArea1 - 21Dec
UnrealTournament - FlagArea1 - 21Dec

UnrealTournament - FlagArea1 - 7Jan
UnrealTournament - FlagArea1 - 7Jan

UnrealTournament - FlagArea1 - 24Aug
UnrealTournament - FlagArea1 - 24Aug

UnrealTournament - FlagArea1 - 21Dec
UnrealTournament - FlagArea1 - 21Dec

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UnrealTournament - FlagArea2 - 21Dec
UnrealTournament - FlagArea2 - 21Dec

UnrealTournament - FlagArea2 - 7Jan
UnrealTournament - FlagArea2 - 7Jan

UnrealTournament - FlagArea2 - 24Aug
UnrealTournament - FlagArea2 - 24Aug

UnrealTournament - FlagArea2 - 21Dec
UnrealTournament - FlagArea2 - 21Dec

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The Sniper Tower

UnrealTournament - Sniper Tower
UnrealTournament - Sniper Tower

UnrealTournament - Sniper Tower
UnrealTournament - Sniper Tower

1/1
UnrealTournament - Sniper Tower 2 - 24Au
UnrealTournament - Sniper Tower 2 - 24Au

UnrealTournament - Sniper Tower 2 - 24Au
UnrealTournament - Sniper Tower 2 - 24Au

1/1

When I started Sketching I used a small white ...


board so I could quickly re-iterate on ideas.

  • I gathered many ideas and concepts about the level and wanted to design it with Payload and Team Death Match game modes in mind. I usually re-do it in Photoshop if time lets me.
  • I really took my time and didn't want to jump into the engine to quick to run the risk of loosing time if large changes had to be made.





The Shelter

Rewarding Successfull Pushes


  • Successful Attackers on the Main Path gets rewarded with an Easy Access into the Defenders Shelters and its Roof Top.
  • Inside they can Heal and wait for reinforcements and coordinate a Final Push with their team since they're close to the flag.
  • Easy to Defend from the inside, but can also be defended / attacked into from the Flag Area using the Bio Rifle to cover holes or shoot glide balls in.
  • The Bio Rifle can also be used to cover the middle effectively at the same time.




Shelters Roof Top


  • Overlooks the Main Side Path, Central Battle Area and Flag area and can thus defend / attack all of them.
  • Players can however easily get flushed out from its small covers by Grenade Launchers or Shock Rifles which there are ammo of on the Main Side Path.





UnrealTournament - Shelter
UnrealTournament - Shelter

UnrealTournament - Shelter
UnrealTournament - Shelter

1/1

The Main Side Path

UnrealTournament - Main Side Path
UnrealTournament - Main Side Path

UnrealTournament - Main Side Path
UnrealTournament - Main Side Path

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UnrealTournament - Main Side Path - 21De
UnrealTournament - Main Side Path - 21De

UnrealTournament - Main Side Path - 7Jan
UnrealTournament - Main Side Path - 7Jan

UnrealTournament - Main Side Path - 24Au
UnrealTournament - Main Side Path - 24Au

UnrealTournament - Main Side Path - 21De
UnrealTournament - Main Side Path - 21De

1/4

When I started blocking out I did half of the level first ...


carefully and to save time.

  • Then duplicated it all under a parent which i put in a different folder, then mirrored it so the other side clicked exactly in the center and was an exact replica.
  • When updating the level I only did it for one side then re-did the process, and it worked for a long time since it was so light weight until the last weeks when the real art came in, so I saved a lot of time on that.





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The Central Battle Area

High Risk-Reward Flank


  • Has a High Risk-Reward Flank path that is exposed to the Central that goes from one team side to the other.
  • Requires Wall Running and Dash skills, if the player fails they will be left exposed, but if they success they will have a favorable position behind the Sniper Tower and close to the Flag.
  • Can also be used as an escape path for Flag Carriers.




The Center


  • Almost all paths lead through the Central and is where the pacing of the level is the highest.
  • The very center has a Jump Pad leading up to a exposed position with HP pick-ups.
  • Can be a Powerful Position for successful attackers where a Sniper can attack into the flag area or Cover Escaping Flag Carriers.
  • Several of the levels weapons have usages in this area such as the Sniper from long Distance, Grenade and Shock Rifles from Medium Distance and the Flak Gun in close quarters.





UnrealTournament - Central Battle Area
UnrealTournament - Central Battle Area

UnrealTournament - Central Battle Area
UnrealTournament - Central Battle Area

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UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

UnrealTournament - Central Battle Area 3
UnrealTournament - Central Battle Area 3

UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

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Ideation

Inspirations for the Theme

Art

When I started Sketching I used a small white ...


board so I could quickly re-iterate on ideas.

  • I gathered many ideas and concepts about the level and wanted to design it with Payload and Team Death Match game modes in mind. I usually re-do it in Photoshop if time lets me.
  • I really took my time and didn't want to jump into the engine to quick to run the risk of loosing time if large changes had to be made.





UTournament - Cyberpunk Inspirations
UTournament - Cyberpunk Inspirations

UTournament - Victorian Inspirations
UTournament - Victorian Inspirations

UTournament - City Square Inspirations
UTournament - City Square Inspirations

UTournament - Cyberpunk Inspirations
UTournament - Cyberpunk Inspirations

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Inspirations for the Design
UTournament - Overwatch Gardens Spawn In
UTournament - Overwatch Gardens Spawn In

Inspirations for the Spawn and multiple ways out of it

UTournament - Overwatch Nepal Centre Ins
UTournament - Overwatch Nepal Centre Ins

Inspirations for the Centre

UTournament - Sniper Tower Insp 2
UTournament - Sniper Tower Insp 2

How you can use a window to lob grenades in. Having the sniper tower be weak to nearby teleporters.

UTournament - Overwatch Gardens Spawn In
UTournament - Overwatch Gardens Spawn In

Inspirations for the Spawn and multiple ways out of it

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Level Analysis - Overwatch - Watchpoint Gibraltar
Download Here
UTournament - Gibraltar 1
UTournament - Gibraltar 1

UTournament - Gibraltar 2
UTournament - Gibraltar 2

UTournament - Gibraltar 3
UTournament - Gibraltar 3

UTournament - Gibraltar 1
UTournament - Gibraltar 1

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Design Research

High Risk-Reward Flank


  • Has a High Risk-Reward Flank path that is exposed to the Central that goes from one team side to the other.
  • Requires Wall Running and Dash skills, if the player fails they will be left exposed, but if they success they will have a favorable position behind the Sniper Tower and close to the Flag.
  • Can also be used as an escape path for Flag Carriers.




The Center


  • Almost all paths lead through the Central and is where the pacing of the level is the highest.
  • The very center has a Jump Pad leading up to a exposed position with HP pick-ups.
  • Can be a Powerful Position for successful attackers where a Sniper can attack into the flag area or Cover Escaping Flag Carriers.
  • Several of the levels weapons have usages in this area such as the Sniper from long Distance, Grenade and Shock Rifles from Medium Distance and the Flak Gun in close quarters.





High-Level Sketch

When I started Sketching I used a small white ...


board so I could quickly re-iterate on ideas.

  • I gathered many ideas and concepts about the level and wanted to design it with Payload and Team Death Match game modes in mind. I usually re-do it in Photoshop if time lets me.
  • I really took my time and didn't want to jump into the engine to quick to run the risk of loosing time if large changes had to be made.





All of the White Board Sketches of the Different Areas
MapLayout
MapLayout

The several different sketches I made of the level. It was to big to make in one white board so had to make several

Spawn Point
Spawn Point

Sewer Underground Level
Sewer Underground Level

MapLayout
MapLayout

The several different sketches I made of the level. It was to big to make in one white board so had to make several

1/7

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Early Block-Out of Areas

White Box

When I started blocking out I did half of the level first ...


carefully and to save time.

  • Then duplicated it all under a parent which i put in a different folder, then mirrored it so the other side clicked exactly in the center and was an exact replica.
  • When updating the level I only did it for one side then re-did the process, and it worked for a long time since it was so light weight until the last weeks when the real art came in, so I saved a lot of time on that.





UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

The initial block out where i made half of the level.

UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

Second Iteration where I duplicated the half

UnrealTournament - Main Side Path - 7Jan
UnrealTournament - Main Side Path - 7Jan

Second Iteration where I duplicated the half

UnrealTournament - Central Battle Area -
UnrealTournament - Central Battle Area -

The initial block out where i made half of the level.

1/4

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