
Orbital Blast
Level blockout
third person arena shooter
set on an orbital space station
12 min / match
solo project
arena shooter
multiplayer
Unreal Engine 5
Overview
This project was created as an exercise in designing maps for shooter multiplayer games. Main goal was to create a compact map with good flow that would be fun to play on multiple rematches.
Level Goals
- create a medium sized classic arena shooter map
- multiple game modes compatible: deathmatch, CTF etc.
Inspirations
- Unreal Tournament, Quake III arena, Halo multiplayer
Tech
- Unreal Engine 5
Level Blockout
Top Down Map


Level Areas
Level Features
Full Playthrough
Design Process
Mood & Atmosphere
derelict, gritty, sci-fi, industrial hallways, mixed up with once living quarters of a giant circular space station
Scale & Architectural Style
- circular orbital space station
- level is only a part of a larger space station
- gritty industrial with parts being almost high futuristic with paneling and holograms
Major Areas / Rooms
- exploding core room
- central processing room
- elevator hall
- cryo chambers
- piloting room
Level Design Document
The sum of research and brainstorming can be found in the document in the link for download below.


Layouts
- the idea was to create a multiplayer shooter map, set in space on an exploding space station, and the players had to race against the time to win














Sketches & Diagrams
- all of the variations always consisted of a core in a middle and the circular hallways connecting to it
- with various connections and vertical solutions throughout the design phase
Level Setup
Blockout Iterations
Moving from layout variations, the blockout also had its start with different layouts being considered. The final design was then a product of thorough testing in game engine, to see the blockout and space in 3D, to get its flow and achieve optimal player immersion and movement flow.

Lyra game system
For this level I used Epic Games' Lyra starter pack, which comes with pre-made character blueprints, game mode setup for team deathmatch and all of the needed blueprints for the arena mechanics: like the item pickups and even jump pads!
Testing
Playtesters feedback and notes were a great source of revision for the level. Not only did it point out the bugs that were critical for the playability of the level but also gave insight into what the players liked and disliked and gave me a clearer path to polishing the level.
- most of the testers agreed that their favorite area were the outer galleries, overlooking the planetary system
- they also applauded the map layout and the fast paced action it facilitates with its winding corridors and vertical halls

