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FR - Temple

FR-Temple is an Unreal Tournament Blitz community level made as an individual project.

Inspired by ancient Indian temple architecture, this map allows players to face off 5v5 against each other

SUMMARY

FR-Temple is a community level made for the Unreal Tournament Blitz(2017)

Blitz is a 5v5 game mode where the attacking team has to bring their flag to the defender base to win the game. The defending team wins by exhausting the attacker's lives or reaching the time limit without the flag being delivered.

 

This project was a study challenge and practice, for my level design and block-out skills. The study level was built on Unreal Tournament Editor over the duration of 5 weeks as an individual project.

PROJECT ROLE

  • Researching Unreal tournament and the Blitz game mode.

  • Creating a level proposal using real-world references.

  • Creating a Level Design Document with design pillars, metrics, and gameplay guidelines (based on conducted research).

  • Creating a block out based on the level proposal.

  • Playtesting and iterating on the level, improving map balance and flow.s

RESEARCH & ANALYSIS

  • My primary aim for this project was to understand the game's core mechanics.

  • Observing footage of pro players' techniques and how they use playspaces.

  • Breaking down an existing Blitz map to understand the general flow. 

  • After the study, I researched competitors and built the level design documentation and Conditions of Satisfaction.

LEVEL PLANNING & PROPOSAL

  • Created a node map to ensure rally points, choke places, and combat bowl was consistent with the existing Blitz maps.

  • As the map was inspired by ancient Indian architecture used photographic references to help enforce the theme of the map. 

  • Sketching using BSP brushes to get a feel of the 3D space and scale of the level early on in the development process.

  • During this phase, important item locations were planned to fit the weapons players encounter.

BLOCK-OUT & ITERATIONS

  • This was my first go at making a UT Map. During the early playtests, I made numerous faults that were quickly identified.

  • I gathered comments and feedback by watching and recording playtest gameplay.

  • I made notes on spots within the level where some players had an obvious (dis)advantage over the opposing squad.

  • I worked on making the locations more recognized for easier callouts and providing them an identity to improve their accessibility to both attackers and defenders.

  • Currently, the map is still a work in progress, as playtesting is helping me make changes constantly to  improve the playable space.

PROJECT GALLERY

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