Level Specifications
Engine:
Number of Players:
Genre:
Game Modes:
Development Time:
Unreal Engine 5
Up to 12
First person PVPVE
1
3 years
The Variable System and POI Work
My work on the following maps was as a secondary level designer. Unlike with Jungle and Harbor, my very talented colleagues were in charge of the master plans of these maps. My role was to create places of interest, to create the encounters, and more importantly, to work on the variable system.
In practice, the variable system was a series of interlocking, changing layouts that were added on top of places of interest like a skin. The goal of these was to change gameplay as well as the aesthetic of these zones. For example, the first time you enter the Aviation School it would be all about long range play. The next time, it would become close quarters, fortified and dense with enemies. Doors would be locked, paths closed, cover reconfigured or even removed. I was one of the chief proponents of the system and ended up creating well over 200 of these layouts! In the following galleries I’ve showcased a small selection to of some of the work done!
AIRPORT
For Favela, a large part of my work was centered on massing the buildings, opening interiors and variables. In the gallery below, every building in red was one I opened and worked on. Additionally you can see images of areas I built and the approach to correctly expanding and contracting a district in such a tight level. Working on the Favela was an incredible challenge and very different from any of my other work!
FAVELA
HACIENDA
On Hacienda, the bulk of my work was focused on variables, optimization and encounter planning. This included AI placement, objectives, traps and player intel. The diagrams in the gallery below show some of the work that went into pacing these encounters.