Unreal Tournament Level
Victoria City

Role: Level Designer
Genre: First-Person Shooter
Development Time: 5 Weeks (2018-19)
Tools: Unreal Engine 4
Team: 2
Contributions:
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Level Design
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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

Player can Dash Jump and Wall Run on Walls

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

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

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

Sniper excels at long range

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

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, Tacticians, Campers and is approachable for beginners with its open and simple layout.
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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.
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
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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.


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The Sniper Tower




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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 Shelter
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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 Main Side Path






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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.
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The Central Battle 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.






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Ideation
Inspirations for the Theme
Art
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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.




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Inspirations for the Design

Inspirations for the Spawn and multiple ways out of it

Inspirations for the Centre

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

Inspirations for the Spawn and multiple ways out of it
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Level Analysis - Overwatch - Watchpoint Gibraltar
Download Here




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Design Research
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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.
High-Level Sketch
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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.
All of the White Board Sketches of the Different Areas

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



The several different sketches I made of the level. It was to big to make in one white board so had to make several
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Early Block-Out of Areas
White Box
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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 initial block out where i made half of the level.

Second Iteration where I duplicated the half

Second Iteration where I duplicated the half

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