FRENZIES VR
What is Frenzies
While Working nDreams Nearlight I worked on the fast paced multiplayer arena shooter "Frenzies" for the Quest platform where I focused on designing the majority of the games Multiplayer Arena levels.
"FRENZIES is the chaotic PvP shooter for the ultimate show-off, combining nDreams’ precision gunplay with a lucky dip of frantic round types. Make friendships and ruin them amid a hail of neon-soaked gunfire in a winner-takes-all arena showdown. A new FPS from the VR pros at nDreams & Near Light, FRENZIES fuses the award-winning action of Fracked & Synapse with the mayhem of multiplayer PvP."
Features
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Multiplayer VR Party shooter with wacky round types.
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Chase glitter pigs, shoot big guns, and flip the bird at your friends.
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Grab giant guns and deal devastating damage.
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Dress to impress, flex on your friends, and let your hands do the talking.
Main Contribution
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Designing the core social space level.
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Designing the multiplayer matchmaking level as well as the frontend .
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Designing 9 Multiplayer PVP Arena Maps from concept to release.
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Cooperating closely with the design director to create level design pillars and design documentation for all associated levels.
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Collaborating closely with Art and Engineering to support the implementation of the levels and maintain the design vision throughout the creative process.
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Organizing Studio wide playtests to test specific levels and gamemodes to drive data driven iteration.
Responsibilities
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I was tasked with overhauling the Level Design pipelines for Nearlight finding a more efficient and agile workflow of creating levels based on the teams size and expertise.
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Refined the level design pillars creating a modular blockout asset list for designers to use to quickly blockout out levels whilst adhering to established design metrics and mechanics.
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Performing reviews and analysis of existing blockout levels.
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Independently blueprint level mechanics to assist in concepting new gamemodes.
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I was tasked with overhauling the Level Design pipelines for Nearlight finding a more efficient and agile workflow of creating levels based on the teams size and expertise.
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Refined the level design pillars creating a modular blockout asset list for designers to use to quickly blockout out levels whilst adhering to established design metrics and mechanics.
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Performing reviews and analysis of existing blockout levels.
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Independently blueprint level mechanics to assist in concepting new gamemodes.
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Creating level design documents and Confluence pages to pitch level concept and outline specific design goals for each map.
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Creating a documentation template in confluence so that all created levels remain consistent and clear in their communication to other departments such as Art and Code.
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Organizing and running playtests 3 times a week with set playtest goals and feedback sessions across the company to prove the fun factor of both multipurpose and specialized levels.
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Organize sign-offs and handovers of levels alongside presenting progress at end of sprint presentations.
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As Frenzies entered early access we iterated on the various levels and performed adaptations based on user feedback and to accommodate new game modes and round types.
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Performing regular catchups and reviews with both the Code and Art teams to ensure levels maintain their identity and feel throughout each stage of development.
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Supporting gameplay designers with round type design and having regular catchups with the design team.
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Fixing level bugs and having close communication with QA to determine accurate repro steps for level related issues.
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My Responsible Levels
I can currently showcase 9 of the levels I made for Frenzies, these include a variety of multipurpose maps made to accommodate a wide variety of gamemodes such as Domination and Glitter Pig CTF. As well as specialized maps built bespoke around the functionality of a single unique objective. I have also created the matchmaking level and the game frontend which are used by players as soon as they boot the game and queue for match respectively.
All listed levels were concepted, created and iterated upon by myself, having overall responsibility for each level and managing communication between code art and design within the context of each level.
As a disclaimer I can share more on some of these levels than others due to existing NDAs.
Frontend
Level Overview
The Throne room acts as the initial frontend level of the game where all players will load into as they boot up Frenzies. It is designed to accommodate customisation options and allow for players to experiment with the existing in game mechanics before progressing to a live match.
Responsibilities
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Full Layout from concept to Release
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Post Release Iterations based on data driven feedback
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Mockups and layout of gameplay activities within space
The Lobby
Level Overview
The lobby is where all players will arrive and return to after starting and completing a match it holds room to accommodate for 12 players and various spectators allowing players the ability to customise their loadouts. It is designed to encourage social interaction with players that join by focusing their attention on the central platform with leading lines guiding their vision towards the center of the map.
Responsibilities
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Full Layout from concept to Release
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Post Release Iterations based on data driven feedback
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Mockups and layout of gameplay activities within space
Level Design Goals
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Create a multiplayer lobby that encourages player engagement.
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Design with the idea that displaying round information should be easily accessible at any location within the lobby
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Create a central portal zone to draw the eye that players will use for entering the match
Level Metrics
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27m Radius without spawn pods
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Zone A, B , C Match screens and round info
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Zone E main floor space allowing players to practice dashing
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Zone F Player spawn points
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Designed to accommodate 12 players during the round intro and outro sequences with enough individual room for 12 player spawns
The Hangar
Level Overview
A social space environment where players can join to play minigames, socialize and form parties with their friends. Players can customize their loadouts and cosmetics in this area as well as queue for matches. I designed this space to accommodate a wide array of minigames as well as room for further expansion in the case of implementing additional features and areas.
Responsibilities
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Full Layout from concept to Release
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Post Release Iterations based on data driven feedback
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Mockups and layout of gameplay activities within space
Level Design Goals
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Create a multiplayer social space environment for groups of friends and strangers to meet up before a match
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Accommodate for 12 players maximum and allow room for a cloister of fun little activities
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Use verticality to provide fun and dynamic flank routes and rotation points between potential activities
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Create spaces for players to practice the games core mechanics without encroaching on the main matchmaking area.
Level Metrics
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Metrics for this space are ever shifting due to the live service nature of a social space level
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Zone A Primary activity
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Zone B Additional Activity areas
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Zone C Overlook area and customisation zone
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Zone D open top social space environment with underground shooting arena
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Zone E floating islands to practice zip mechanics
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Zone F Activity podiums for larger player activi
Wrecking Bowl
Level Overview
A symmetrical map design for the Touchdown gamemode with simple A to B objective zones to focus player combat in a 6v6 balanced gamemode featuring multiple paths and routes to flank and achieve ground via the use of ziplines skill jumps with the dash mechanics or by climbing the main ramps and bridges to reach the desired objective areas. A ball or other item will spawn in the centre of the map in an open area forcing players to expose themselves in order to complete the objective by taking the object to the score zone on the enemies side. The map features more cover and angles from the defense of spawns while the centre of the map is left relatively open in order make acquiring the objective challenging and reduce the effect of one team dominating the other.
Responsibilities
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Full Layout from concept to Release
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Post Release Iterations based on data driven feedback
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Mockups and layout of gameplay activities within space
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Organizing playtest session to gather feedback
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Collaborated with Art and Code to assist in implementing the associated gamemode and carry through the level vision
Level Design Goals
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Create a fun and adaptable specialised map for the Carniball Gamemode
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Create a compact and gritty close quarter level that replicates the gameplay of a tug of war match
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Account for the placement of physical cover objects to be used by players to gain vantage points over their enemy
Level Metrics
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90m by 35m
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Zone A & B Spawns
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Zone C & D Foyer area with sightblockers
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Zone E & F Defending Areas with longer sightlines
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Zone G Central Landmark and Objective Spawner
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Zone H Objective score locations
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6v6 Symmetrical map
Iterations
Wrecking Bowl evolved through three major iterations during the roughout and blockout phases before reaching the final whitebox stage for art handover. As seen in the accompanying images, the final version excelled in playtesting due to its refined cover rail placement, which provided an empowering yet balanced experience for players. The layout was specifically tuned for 'Tug of War' style gameplay; by facilitating a natural 'to-and-fro' flow, the map prevents single-team dominance and ensures a highly competitive, balanced environment.
Roughout
The initial Roughout of Wrecking Bowl focuses on a bowl shaped design where each team would have a strong position of power observing the objective area in an attempt to create the to and fro style gameplay of a tug of war match.
Key Features
Lower Verticality Central Landmark
Symmetrical spawns
Large ramps to slow the player and increase tension
Shortcuts via bridge if user can time a skilful dash
First Iteration Pass
The first Iteration pass focused around improving access to the score zones as well as restricting sight lines making the vertical vantage points less powerful and more balanced. I also started exploring the Idea of a physical goal location to lean into the VR nature of the mode.
However we found that while this was improved shifting the point of contact to the centre of the map, this landmark space was too small and the bridge routes was too easy for players to avoid players entirely.
Key Improvements
Objective Access: Replaced cumbersome large ramps with streamlined paths to Score Zone (H) to accelerate player flow and reduce friction during objective pushes.
Topography Adjustment: Reduced the "bowl-shaped" center to flatten the power curve, directly addressing playtest data regarding match pacing and session length.
Defensive Sightlines: Integrated structural arches to break long lines of sight toward Score Zone (H), granting defending teams the cover needed to reset and hold the objective.
Spawn Security: Rebalanced Spawns (C & D) by adding sight-blockers and creating more enclosed geometry. This increased player "safety-feel," ensuring teams can regroup without the threat of immediate spawn-camping.
Second Iteration Pass
The second Iteration targeted the central combat area based on playtest feedback of it being too easy to flank players and deliver the objective without encountering any resistance. Therefore the space was reworked allowing access from the lower levels to improve the flow of combat for objective pursuers
However, we found that gameplay whilst fun when located in the central part of the map would often shift very quickly to the spawns without there being much breathing room for the team on the losing side to make a comeback.
Key Improvements
Rotational Flow: Connected central rings (H1, H2) through the objective spawn (G), significantly increasing the speed at which players can rotate and contest the center.
Pathfinding & Cover: Enclosed the underside of landmark rings to create "guiding shapes" that naturally funnel the player’s eye toward scoring zones while providing essential hard cover.
Defensive Buffer Zones: Raised sight-blockers at spawns (E & F) to provide a "safety net," allowing defending teams to effectively repel enemies who push too deep into their territory.
High-Velocity Traversal: Integrated new zipline paths and strategic cover to offer high-risk, high-reward flanking routes for aggressive objective play.
Visual Communication: Conducted a comprehensive decal pass to reinforce player orientation and prepare the level for a seamless transition to the Art Department.
Anticipation & Tension: Increased the depth of the score zones and adjusted geometry to create a "final stretch" effect, heightening player tension and satisfaction during the scoring moment.
Final Iteration Pass
The third and final iteration focused on expanding the central 'G-Zone' to improve defensive viability. By increasing the map's total length by 12 meters, I created the necessary 'breathing room' for defending teams to regroup and counter-attack effectively. To balance this added space, I implemented a high-stakes 'No Man’s Land' in the center, utilizing new cover and vantage points. This design choice forces a strategic risk-reward trade-off, encouraging players to leave safety and rapidly advance to secure the objective
Key Improvements
Spatial Expansion: Scaled the environment to provide more "breathing room" in Zone G, allowing for more complex skirmishes and preventing the central objective from feeling overly congested.
Sightline Mitigation: Strategically placed pillars to break long-range sightlines from spawns, reducing the dominance of long-range weapons and encouraging mid-range engagements.
Verticality & High Ground: Repurposed the Landmark Arches into playable platforms (H1 & H2), introducing verticality that rewards players who control the high ground.
Flanking Routes: Integrated a "half-tunnel" flanking path to provide a fast, protected navigation route for players needing to reposition or recover under fire.
Visual Literacy: Executed a refined decal and color-coded blockout pass, using environmental cues to provide "at-a-glance" information regarding team progress and territory control.
Mangle
Level Overview
This cylindrical map utilizes curved geometry and circular architecture to create a fluid, non-linear gameplay space. To prevent long-range stalemates, large structural pillars are strategically placed to obstruct sightlines across various vertical levels, forcing players to move through the environment to find targets. Each spawn area features four distinct exits, including a high-speed zipline path that launches players directly into the central combat zone, dropping them behind fortified cover to promote immediate, close-quarters engagement.
Movement through the mid-section is defined by two lower bridges that connect to the central landmark; these act as visual barriers to prevent cross-spawn sniping while offering a protected, rapid route to the heart of the map. In contrast, two higher bridges remain open and exposed, leading to the map’s summit. This apex serves as a high-reward power position, allowing players to either zipline to opposite ends of the arena or dash off the edge to strike from above. To ensure intuitive navigation toward the primary objective, environmental decals and visual cues are integrated into the architecture, guiding players toward the highest elevation.
Responsibilities
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Full Layout from concept to Release
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Post Release Iterations based on data driven feedback
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Mockups and layout of gameplay activities within space
Level Design Goals
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Create a unique map using curved and rounded shapes to encourage player movement and rotation in an ever moving pit of chaos
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Use verticality to provide fun and dynamic flank routes and rotation points between potential objective zones
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Create a level that favours the use of high risk high reward ziplines to have a very short encounter time at the risk of being without the support of other players
Level Metrics
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40-45 m Radius
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Zone A, B , C & D Spawns
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Zone F Rotational verticality access routes and objective zones
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Zone E Central 3 tiered Landmark with different levels of verticality
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Zone G no mans land / dead space to drive movement between these locations
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Zone H Exposed bridge locations providing risk reward by achieving greater heights with greater peril
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Symmetrical map designed to accomodate all core gamemodes 6v6, 4v4v4 ,3v3v3v3 and FFA
Iterations
Mangle underwent two key iteration shifts to refine its circular flow and competitive balance. The initial pass focused on the strategic application of cylindrical geometry, utilizing curved surfaces to subconsciously encourage players to rotate either clockwise or counter-clockwise around the central landmark. This phase was specifically designed to transition movement away from "dead zones" and funnel players toward more advantageous vertical positions. The subsequent iteration cycle shifted focus toward balancing these newly established sightlines, ensuring that combat pacing remained consistent and that no single vertical vantage point provided an insurmountable advantage over the rotation paths.
Roughout
The initial roughout for Mangle focused on establishing a balanced rotation flow around a dominant central landmark. To distinguish its playstyle from more claustrophobic maps, the layout was intentionally scaled to favor long-range combat engagements. This design encourages players to utilize perimeter sightlines and carefully timed rotations, rewarding precision and positioning over raw aggression as teams navigate the expansive space surrounding the central objective.
Key Features
Large cylindrical multi tiered landmark
Symmetrical spawns
Multiple layers of verticality with several avenues of approach
Shortcuts via bridge if user can time a skilful dash
Snake Pit
Level Overview
This asymmetrical map is centered on an ancient tomb theme, utilizing tiered verticality and expansive chambers rather than traditional blocking walls to define its space. To encourage aggressive movement, the layout features multiple high-ceiling rooms that reward the use of the dash mechanic for rapid flanking. While the map is open, dense clusters of cover are strategically placed along both flanks and throughout the central corridor, ensuring that advancing players feel secure and are not dissuaded from pushing through the mid-map paths. Spawns are situated at side access points on elevated tiers, granting players immediate high-ground advantage and the choice of utilizing high-speed ziplines or fortified access gates to enter the fray.
The arena is primarily optimized for the high-stakes "Yolo" and Deathmatch modes, yet its design remains versatile. By incorporating secondary combat zones and a prominent central landmark, the map provides clear navigational anchors and flexible objective placements suitable for a wide variety of team-based modes.
Responsibilities
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Initial Layout and concept
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Taking over layout from other designers later in the project lifecycle
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Post Release Iterations based on data driven feedback
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Mockups and layout of gameplay activities within space
Level Design Goals
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Create a unique map using curved and rounded shapes to encourage player movement and rotation in an ever moving pit of chaos
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Use verticality to provide fun and dynamic flank routes and rotation points between potential objective zones
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Create a level that favours the use of high risk high reward ziplines to have a very short encounter time at the risk of being without the support of other players
Level Metrics
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40-45 m Radius
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Zone A, B , C & D Spawns
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Zone E Central 2 tiered landmark with elevated catwalk
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Zone F & G Asymmetrical gameplay and objective zones
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Zone H Corner rotation points providing fast and safe areas to flank from into objective areas
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Asymmetrical map designed to accomodate all core gamemodes 6v6, 4v4v4 ,3v3v3v3 and FFA
Iterations
Snake Pit underwent three key iteration cycles, with ownership transferring between multiple designers before ultimately arriving in my hands. Guided by a brief for full asymmetry, we designed the map in four distinct sections that were subsequently assembled into a singular environment. The initial design phases were heavily cubic and blocky, which proved problematic during playtests; the rigid geometry failed to guide the player's eye naturally toward combat encounters, leading to stagnation. To rectify this, our focus shifted toward the implementation of organic shape language and leading lines, using environmental cues to instinctively direct the flow of combat toward recognizable key landmarks.
Blockout
The final blockout of Snake Pit focused primarily on expanding the scale and distance between all pathways, providing essential breathing room for combat encounters. By increasing the spacing between corridors and junctions, we transitioned away from cramped bottlenecks to create more defined engagement zones. This adjustment allows players more time to react to incoming threats and provides the necessary tactical space to utilize movement mechanics effectively before entering the next firefight.
Key Features
5 Distinct assymetrical combat zones
Large upper bridge landmark with drop down points for objectives
4 balanced spawn locations with 3+ exits per spawn
Rapid zipline exits from spawns to provide a riskier but more rewarding approach for players
Kill Quarter
Level Overview
A multipurpose map build to accommodate a wide variety of round types built off moodboards from a sci-fi particle accelerator its brutalist architecture holds a large central bridge which gives players access to each level of verticality making it a central combat point and landmark for the level.
Responsibilities
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Full Layout from concept to Release
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Post Release Iterations based on data driven feedback
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Mockups and layout of gameplay activities within space
Level Design Goals
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Create a partially Symmetrical multipurpose map fit for all gamemodes
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Direct the flow of combat towards a tiered central landmark via the use of open and liminal spaces
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Focus on fast rotation points whilst allowing players to perform skill dashes and ziplines to cover large amounts of ground and gain the drop on the enemy
Level Metrics
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70m by 50m
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Zone A, B , C & D Spawns
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Zone E Central Landmark bridge
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Zone F Connecting ramp verticality areas with objective locations
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Zone H & G Open combat areas either side of main bridge to focus gameplay into the bridge
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Flipped Symmetrical map designed to accommodate all core gamemodes 6v6, 4v4v4 ,3v3v3v3 and FFA
Iterations
Throughout its development, Kill Quarter underwent several rigorous iteration cycles to refine its competitive balance. The blockout phase, in particular, was defined by two major structural shifts. The first focused on smoothing exterior flow along the map’s outer perimeter to ensure fluid movement, while the second introduced complex interior pathways beneath the bridges. These subterranean routes were designed to provide fast yet high-risk approach options, significantly expanding player agency and encouraging more dynamic, high-impact tactical choices during a match.
Roughout
The initial roughout of Kill Quarter focused on the exterior flank routes and vertical connections to the centre landmark bridge. Throughout numerous playtests these paths were balenced and iterated to accomodate for the ideal 4 team gamemode
Key Features
Multi Tiered Central Bridge landmark
Diagonally symmetrical spawns
Dead zones towards exterior of spawns allowing for easily defensible spawn points
Fast zipline routes to key objective and combat locations
Pillar Fight
Level Overview
A specialized map made for the Red Light Green Light gamemode. designed to obscure vision and confuse the player encourage close quarter frantic chaos in the mod players can only shoot when the lights are green when they turn red damage is reflected onto them.
Responsibilities
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Full Layout from concept to Release
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Post Release Iterations based on data driven feedback
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Mockups and layout of gameplay activities within space
Level Design Goals
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Create A map using restrictive sightlines focussed around close quarters hight intensity combat
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Emphasise Chaos and avoid use of landmarks to create a feeling of unease within the player
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Separate sections of the map to provide visual progression to the players but maintain the focus on close quarter chaos
Level Metrics
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40-45 m Radius
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Zone A Hex Pillars
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Zone B Tri Pillars
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Zone C Cylinder Pillars
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Zone D Box Pillars
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Zine E Spawn Cubes
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Asymmetrical map designed to accommodate FFA and the RLGL gamemodes
Iterations
Pillar Fight went through 8 primary iteration cycles during the roughout and blockout phases. I experimented with more complex and intricate designs featuring large and distinct landmarks to help guide the player around key combat locations.
Stakeholders preferred a simpler more chaotic approach which is the version we settled on for the Red Light Green Light Mode
Blockout
The final blockout of the Pillar Fight map emphasizes a chaotic, close-quarters playstyle specifically tuned for SMGs and shotguns. By integrating a dense array of sight-blockers, the layout disrupts traditional long-range combat and instead fosters a "hide and seek" dynamic. This design forces players into high-tension encounters where they catch fleeting glimpses of their opponents before they vanish behind the architecture, creating a constant cycle of pursuit and ambush.
Key Features
No Landmarks
Quadrant design of pillar types
Exterior spawn locations
Dense interior layout of pillars
Dead End
Level Overview
A specialized map made bespoke for the button bash gamemode where players must run and fight in a tug of war style scenario to get to the other side of the level to bash a button that wins the round. The map is built with limited flank routes in order to achieve the desired feeling of tug of war style gameplay where teams that work together and support each other can push past the enemy team.
Responsibilities
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Full Layout from concept to Release
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Post Release Iterations based on data driven feedback
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Mockups and layout of gameplay activities within space
Level Design Goals
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Create a level to emulate the "Bulldog" style gameplay of the button bash gamemode.
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Create a tense experience where players must work as a team to clear the opposing team then advance as a group.
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Add skilful risky routes for players to attempt in a last ditch effort for victory.
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Visually distinct overhead landmarks for players to mentally mark their progress as they go from one side of the map to the other.
Level Metrics
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250m by 16m
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Zone A Victory ramp and score location
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Zone B Spawn zone
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Zone C Combat Areas and push zone for shifting gameplay
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Zone D central landmark combat point and mid point of the level
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Symmetrical map designed to accommodate button bash gamemode 6v6 Objective based
Iterations
Dead End underwent three primary design shifts throughout its development. The project began as a standard 6v6 Team Deathmatch level, but as game design support expanded, the focus pivoted toward creating a structured, objective-based experience. This transition necessitated a shift toward environmental storytelling and navigation, leading to the integration of distinct, recognizable landmarks at key intervals to provide players with a clear sense of visual progression. Finally, the scope of the map was extended considerably to balance combat encounter timing, ensuring the physical layout supported the desired session length and gameplay pacing.
Blockout
The final blockout prioritizes clear sightlines to overhead landmarks, serving as constant visual anchors that provide players with an intuitive sense of progression as they advance through the level. This layout achieves a balanced weapon distribution by design; while specific defensive corridors are tuned to favor long-range engagements, strategically placed cover ensures these zones remain navigable. By mitigating the dominance of sniping through granular cover placement, the map maintains a fair environment where multiple playstyles can coexist without frustrating stalemates.
Key Features
Distinct Central Landmark
Highly symmetrical and modular
Double Zipline shortcuts to quickly cover massive amounts of ground for defenders









































































































