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One-Pager highlighting the key locations in FR-Garden

 Project information 

The goal for this project was to create a custom map for Unreal Tournament 4's game mode Blitz. By researching the player behaviour of the existing player base, I hoped to design a level that would accommodate existing strategies and support the intended player experience.

FR-Garden: UT4 Blitz map

Project information

 Research phase 

In order to get a better idea of Blitz level design do's and dont's, I spoke to people from the existing playerbase, held a survey on teamwork and strategy, and I watched a Blitz cup in order to observe dominant playstyles

Through this, I was able to make a list of elements that a good Blitz map has. A list of do's would include... 

  • A good balance between open and closed spaces to avoid snipers from becoming overpowered 

  • The right distribution of weapons with a mix of long-range and short-range weapons

  • Not too many details in one map to preserve good readability

  • The map shouldn't be too big to keep gameplay focused 

  • The flag carrier should always get enough opportunities to make decisions while making their way to the delivery point

  • The locations of rally points should enable the flag carrier to activate them in various patterns, but it shouldn't be too easy

  • A good strategy should be able to win the match regardless of the other team's weapon power or aiming skill

  • Combat bowls should have enough cover and should have chokepoints leading out

  • The map should work like a funnel where the defenders are sucked back into their own base

  • All paths should have roughly the same amount of travel time

ResearchMeltdown.jpg

Research node-map of
fan-favourite Blitz map: Meltdown

Research phase
Concepting phase

 concepting phase

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MapSketch.jpg

Initial (node)map sketches indicating flow, verticality and pickup placements

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Sketchup2.gif

Sketchup adaptation of my initial level idea

Blockout development

 blockout development

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TL_DefenderBase.gif
Example4a.jpg
Example4b.jpg
Example4c.gif

Gameplay moments: from Sketchup concept to level
Another highly desired weapon is located ina  crow nest behind the defender base.
It's a good position for either team but it takes some time to reach.

Timelapses of level construction

Example3a.jpg
Example3b.jpg
Example3c.gif

Gameplay moments: from Sketchup concept to level
In order to get the highly desired sniper rifle, the player needs to use traversal mechanics to reach the location

Blueprint scripting

 blueprint scripting

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Tree leaf particles

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Flickering candle particles

FenceSpline.gif
Spline.gif

Level design tool: spline meshes for easy polish

Level breakdown : Attacker

Level breakdown : defender

Level breakdown

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©2020 by Jamie ten Hove

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