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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

- Lyra Game Sample


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

 


Level Bugs and Fixes
- AI difficulty was the first problem - the default AI was very fast, aggressive and had almost perfect shooting accuracy - so I had to nerf them quite a bit down to make the level playable for a wider range of players
- some of the first designs of the engine core room, contained a spherical core in the middle that glowed in strong emissive light, few of the players complained that it was too distracting and that it was actively reducing their ability to play in that area, so I decided to change the room layout and lessen the light intensity in the core room
- in some iterations the galleries had thick diagonal beams going through them, a lot of players were getting caught between them with player collision, so I had to redesign them and remove them

 


Conclusion


This map was a great opportunity to learn and advance my knowledge in multiplayer game design.
The main key point I would take from this project is how to think about level design and designing space when it is defined by the conventions and spatial patterns of the genre.
Also it was very fun to design something in a sci fi setting - which in itself requires a different approach of shaping the playable space, then it would be for a realistic or more fantasy type of games.


 
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