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Level Design

I was recently set an assignment to create a level within Unreal Engine 4. Before I started, I ran through a few concepts. I decided that I wanted to do a warehouse themed level, as this would provide the player with fast paced action and lots of cover for them to jump to and from. As time progressed and I began working within Unreal, I modified my original idea. It still fitted the warehouse theme, but I changed the overall idea of the map to include things such as shipping containers and smaller warehouses. This way, I would get a mix of inside and outside space which would be accessible to the player. I also decided that the map would be ideal for both team deathmatch, and a more objective orientated game mode such as capture the flag, with the flag being inside within the main warehouse. After deciding this, I decided to quickly recreate a quick and basic map overview within Photoshop as to how the level would play out. Looking at the completed version, you can still see the original design, however it has changed massively. Whilst I was working on my level, I took inspiration from multiple other FPS games, but namely Battlefield 3’s Noshahr Canals map (as pictured below), which has a similar theme. As I was working through my level, I made multiple changes to the base design, which included the addition of multiple smaller buildings, and a lot more cover to jump to and from. Whilst I was working on my level, I did also play games which featured similar themes, to get an idea of what I liked and didn’t like, so I could use it to improve my level. The first thing I noticed was the lack of vertical gameplay with dock themed maps. Everything was always on the same level, which 

kind of felt a bit dull, as you never had to check up or down. As a result, I decided that it would be a good idea to implement some higher vantage points into my level. As a result, the main warehouse got a second floor, and I put ramps to allow the player to access certain parts of the map, such as on top of shipping crates. This also allowed the map to have sections that were more interesting and offered different styles of play. Whilst I was working, I also realised that it may get a stale if all the cover offered was just shipping containers. I decided to add some more interesting points to the map which the user could use as cover, such as boxes, scrap and a few vehicles. After I had finished creating the base layout of the game, I then moved on to the next important aspect of the map, the lighting. As I had decided to do a night style map, a very large amount of my time was spent finding ways to light up the map that were interesting yet practical. A very little amount of light was ambient, so the majority of the light came from spotlights and point lights I had to include myself. This included regular lights, streetlights, flashing police lights, flares, fires, and light sticks. I found that just using a lot of spotlights dotted around the map (whilst it was practical, and did help light up the level) was a bit boring, so I move the majority of them, and replaced them with more unique solutions. For example, the most eye catching section of my map is probably due to the lighting I used. Four police cars are parked at the front of the map, causing a very large section of the map to be bathed in red and blue flashing lights, I had to make changes within blueprints to make the lights flash. Another interesting way I lit up parts of the level was by flares and lightsticks. Towards the back of the level, there is a section that is illuminated in a red glow, due to me recreating a flare. However, there are sections of the map which are more basically lit, primarily within the main warehouse. The main warehouse is very brightly lit, whilst the outside is far darker and gloomier when compared with the interior sections of my map. Once this was completed, I decided just to go over the map to make it easier to play and recognise which part of the map is being played. I used to play a large amount of competitive fps games, and every map within in these maps has sections which have been given nicknames to make them more easily identifiable. So, I tried to make each section of the map unique, yet still fitting with the theme. This way, when the game was played, players would be able to say things such as “Hey, I’m over by the burning scrap” or “I’m by blue flare”. However, looking over my map, I can also say that there is much more work and many changes that could be made to it. I feel that my main complaint would be the amount of blank space within certain areas. There are just sections where there is little cover, and little reason to be there. If I recreate or make further progress on the map, I would definitely make the decision to improve these sections, by adding things such as cover. I would also try to include more assets and more unique sections, as most of the map is still primarily dominated by shipping containers and such. Despite this, I am still happy with the outcome of my FPS map, has it still resembles my original plans and concepts, and I imagine it would be fun to play if it actually were within the game itself.

Concept vs Finished project
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