Clip of multiple points of views from a first-person perspective

Call Of Duty

Project Scope

  • Map Size: max 8-10 players

  • Project Duration: About 2 weeks

  • Assets: 100% made by me

    Project Brief

    • Map Type: Exterior environment for a SHOOTER GAME

    • Layout: Asymmetrical

    • Game Modes: Compatible with multiple gameplay modes

    • Architecture Style: Distinct and recognizable

    Solo Development

    Received mid-production feedback from the lead designer (teacher)

      Softwares

      UNREAL ENGINE 5.4

      MIRO

      From Paper to Unreal

      Locate an area with an interesting layout

      Draw a 2D map inspired by the location.

      Let myself diverge from reality to enhance gameplay opportunities

      Iterate in engine

      Level design kit

      Landmark
      • Modeled a quick recognizable landmark
      • Later improved to distinguish sides
      Theme and identity
      • Modeled variations of walls and arches to give a sense of identity to my spaces
      • Modeled distinguishable assets to help player orient themselves

      The map

      Asymetrical Map
      • Have clear function for specific zones
      • Avoiding repetition in play pattern
      • Use verticality to elevate depth of gameplay
      Rhythm in architecture
      • Weave prospect spaces with narrow paths
      • Create refuge spaces to release tension
      Circular pathing
      • Always offer at least 2 entry/exits for each spaces

      Landmark

      Players only have to look at the mosque tower to know where they are.

      Verticality

      Going high grants better visibility, but exposes the player

      Connectivity

      Promote flow by always offering continuous movement options.

      Theme

      All spaces have distinct decor to reinforce identity. White framed windows vs cars vs spice rack vs green merchant stands….

      Tension

      I tried to limit the safety of high prospect space to avoid overdomination.

      Takeaways

      What would I do to improve the design ?

      • My map lacks testing to limit extreme line of sight.
      • Work on environmental storytelling by incorporating destruction in the map
      • Destruction would help set the tone for fighting
      • It would also help with verticality :
        • Craters, broken walls as ramps

      Research

      Preproduction

      Inspired by Cambodian and Laotian ruins I visited.

      Learning to pivot

      Struggled with symmetry; pivoted to Marrakesh for natural asymmetry.

      Using what I know

      Having spent a week in Marrakesh that year, I knew the perfect map location.

      References

      Produce filled alleys

      Open plaza

      Straight wooden awnings, hanging fabric and colorful carpets

      COD: Modern Warfare map – Mercado Las Almas