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Unreal Tournament Map

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Platform: PC

Team size: 1

Role: Level Designer

Period: 1 week

URL: coming soon

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The purpose of this project was to create a map for the Unreal Tournament game. The map was made with the Unreal Tournament Editor which is a modified version of the Unreal Engine 4.

My goal was to create a map that could be played in several different game modes.

(Capture the flag, Deathmatch, Team Deathmatch).

Workflow

Here is the workflow I followed and which details a little more the realization of this map.

Intentions

Gameplay Intent

Intense hand-to-hand combat
The purpose of the map is to create close combat situations. Players will be relatively close during the duels. The idea is therefore to create small spaces and corridors that leave enough opportunities to escape or flank enemies in order to create dynamic and interesting fights.


Narrative Intent

Boarding of a flying spaceship
The context of the map is the collision of a spaceship from camouflaged bunkers. The idea is that the player can experience boarding during the fight. The context also plays on a strong technological and architectural contrast between the bunker and the ship where the fight is taking place. Some elements of the ship will indicate that it is under attack (smoke, fire, impact marks, alarms, etc.)

References

Before I started working directly on the map, I started a research phase where I was looking for references that would help me work on my map, whether it was on the visual, gameplay or narrative context. 

The references that have inspired me a lot come mainly from Science Fiction universes. I was inspired by the starships and the ewook forest of star wars, and the "The Ark" mission from TitanFall 2 game in which I used some gameplay concepts

Paper Map

Once I had collected a lot of images and references, I started by drawing a 2D top-down plan of the map. This gives me the opportunity to think about the overall placement of the areas of duels, spawns, weapons, pickups, etc., but also to think about the navigation in the level.

Blockout

After all its "pre-production" phases, I started the blockout of the map with simplified volumes and regularly test it in order to highlight all the problems that I had not thought of or could not see during the 2D drawing phase.

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