In the span of three months, I designed, developed, and decorated a completely original First-Person Shooter map for my senior project at Arizona State University. This was an opportunity to showcase my abilities to 3D model and apply my knowledge of basic level design principles. Through the use of Unreal Engine and the Epic Games Library, I was able to turn a simple grey boxed level into an immersive First-Person Shooter experience. This was my very first time designing a fully playable map as well as learning how to use a game engine.
Unreal Engine 4
Autodesk Maya
Adobe Photoshop
This is where some of the inspirations and reference images I used when I was designing this map. During my time in the Air Force, I always thought that a lot of the areas in where I worked could be interesting spaces for a modern FPS games so I wanted to incorporate some of those features into the map. Along with that, the main game I was playing at the time was Call of Duty Modern Warfare (2019) and Warzone which this was designed this with the intention of being not just a multiplayer map, but a potential POI that could be dropped into a Warzone style BR.
These were the sketches I made to illustrate a rough idea of what I had going on in my head while coming up with the design. As stated previously, I wanted this map to be able to play different multiplayer game modes (i.e. TDM, SnD, CtF) as well as foster engaging gunfights in a battle royale setting so took that into consideration while sketching the layout.
This is the initial blockout I did. Trying to make it as close to the sketches as possible, I ended up with a pretty first draft of the map. I realized that while it was an ok start, it was lacking quite a bit of depth to the playspace. With that in mind, I knew that once i started fine tuning and gaining peer feedback, it would become more fleshed out and bit more engaging.
After getting some feedback from my peers, I was able to get a good idea of what people thought of the map. I took into consideration their comments about the scale, openness, sightlines and overall feel of the space. In this iteration, I filled in some of the space and added in some environment to help sell the idea of what I was trying to encapsulate in my design.
With the project deadline closing, I was able to finalize the map. Taking in more feedback from peers and even having my roommates playtest the map, I was able to build upon my second draft. One of the big things that I, and a few others, had was that there was a lot of open space and lack of cover elements. Because of this, I filled in some spaces to make it seem not as empty and a bit more interesting to traverse.
Sketch
Blockout
2nd Draft
Final