Unreal Tournament Level

Victoria City

Role: Level Designer

Genre: First-Person Shooter

Development Time: 5 Weeks (2018)

Tools: Unreal Engine 4

Team: 2
 

Contributions:

  • Level Design

  • Composition

About

Victoria City is a Mid-Sized, Symmetrical, Victorian Cyberpunk inspired level for 2-10 Players but is primarily for 5v5 and rewards tactical and coordinated team play. 

 

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. 

 

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

Game Modes


  • Capture the Flag where the players are always directed toward the opposite side by the various paths and where several of the areas can be used both offensively and defensively toward the Flag Area.
  • Payload where the road goes through the levels Battle Areas, enabling skirmishes with attacking and defending positions throughout.
  • Team Death Match since several of the areas have usages to multiple directions, where potential enemies can come from in that mode.





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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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.





The Flag Area

Game Modes


  • Capture the Flag where the players are always directed toward the opposite side by the various paths and where several of the areas can be used both offensively and defensively toward the Flag Area.
  • Payload where the road goes through the levels Battle Areas, enabling skirmishes with attacking and defending positions throughout.
  • Team Death Match since several of the areas have usages to multiple directions, where potential enemies can come from in that mode.





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The Sniper Tower

Positions With Several Usages


  • If attackers push to the other side of the enemies Main Side Path they are rewarded with an additional favorable flank position near the flag.
  • Defending players can also use this position to fall back to if the front line is lost and cover the side path with snipers.
  • Neon Signs are used to block vision so players can't shoot across the level to easily.




Strategic Position in Middle of Level


  • Between the teams Main paths are a Building (The one with Purple Lights) that holds great strategic value.
  • Whichever team that has control over it can stream in players from their Side Path to the enemies easier, bypassing the Central Battle Area altogether and making the push toward the flag quicker and more tactical.
  • This in coordination with players attacking on the High Flank Path on the other side of the level is key to successful tactical play.





The Shelter

Positions With Several Usages


  • If attackers push to the other side of the enemies Main Side Path they are rewarded with an additional favorable flank position near the flag.
  • Defending players can also use this position to fall back to if the front line is lost and cover the side path with snipers.
  • Neon Signs are used to block vision so players can't shoot across the level to easily.




Strategic Position in Middle of Level


  • Between the teams Main paths are a Building (The one with Purple Lights) that holds great strategic value.
  • Whichever team that has control over it can stream in players from their Side Path to the enemies easier, bypassing the Central Battle Area altogether and making the push toward the flag quicker and more tactical.
  • This in coordination with players attacking on the High Flank Path on the other side of the level is key to successful tactical play.





The Main Side Path

Positions With Several Usages


  • If attackers push to the other side of the enemies Main Side Path they are rewarded with an additional favorable flank position near the flag.
  • Defending players can also use this position to fall back to if the front line is lost and cover the side path with snipers.
  • Neon Signs are used to block vision so players can't shoot across the level to easily.




Strategic Position in Middle of Level


  • Between the teams Main paths are a Building (The one with Purple Lights) that holds great strategic value.
  • Whichever team that has control over it can stream in players from their Side Path to the enemies easier, bypassing the Central Battle Area altogether and making the push toward the flag quicker and more tactical.
  • This in coordination with players attacking on the High Flank Path on the other side of the level is key to successful tactical play.





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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.





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Conceptualization

Inspirations for the Theme

Art

Positions With Several Usages


  • If attackers push to the other side of the enemies Main Side Path they are rewarded with an additional favorable flank position near the flag.
  • Defending players can also use this position to fall back to if the front line is lost and cover the side path with snipers.
  • Neon Signs are used to block vision so players can't shoot across the level to easily.




Strategic Position in Middle of Level


  • Between the teams Main paths are a Building (The one with Purple Lights) that holds great strategic value.
  • Whichever team that has control over it can stream in players from their Side Path to the enemies easier, bypassing the Central Battle Area altogether and making the push toward the flag quicker and more tactical.
  • This in coordination with players attacking on the High Flank Path on the other side of the level is key to successful tactical play.





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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

Positions With Several Usages


  • If attackers push to the other side of the enemies Main Side Path they are rewarded with an additional favorable flank position near the flag.
  • Defending players can also use this position to fall back to if the front line is lost and cover the side path with snipers.
  • Neon Signs are used to block vision so players can't shoot across the level to easily.




Strategic Position in Middle of Level


  • Between the teams Main paths are a Building (The one with Purple Lights) that holds great strategic value.
  • Whichever team that has control over it can stream in players from their Side Path to the enemies easier, bypassing the Central Battle Area altogether and making the push toward the flag quicker and more tactical.
  • This in coordination with players attacking on the High Flank Path on the other side of the level is key to successful tactical play.





High-Level Sketch

Game Modes


  • Capture the Flag where the players are always directed toward the opposite side by the various paths and where several of the areas can be used both offensively and defensively toward the Flag Area.
  • Payload where the road goes through the levels Battle Areas, enabling skirmishes with attacking and defending positions throughout.
  • Team Death Match since several of the areas have usages to multiple directions, where potential enemies can come from in that mode.





All of the White Board Sketches of the Different Areas

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Early Block-Out of Areas

White Box

Positions With Several Usages


  • If attackers push to the other side of the enemies Main Side Path they are rewarded with an additional favorable flank position near the flag.
  • Defending players can also use this position to fall back to if the front line is lost and cover the side path with snipers.
  • Neon Signs are used to block vision so players can't shoot across the level to easily.




Strategic Position in Middle of Level


  • Between the teams Main paths are a Building (The one with Purple Lights) that holds great strategic value.
  • Whichever team that has control over it can stream in players from their Side Path to the enemies easier, bypassing the Central Battle Area altogether and making the push toward the flag quicker and more tactical.
  • This in coordination with players attacking on the High Flank Path on the other side of the level is key to successful tactical play.





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