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Level Design

Case Study #1

This is a multiplayer-level design case study on "Kings" from Call of Duty: Modern Warfare.

As a study assignment, I intended to analyze and recreate a multiplayer map from Call of Duty: Modern Warfare.

SUMMARY

This project was a study challenge and practice, for my level design and block-out skills. The study level was built on Unreal Engine 5 to learn more about UE5 modeling tools for blocking out the level. Additional props were used from Synty Studio Pack. I used Lyra Sample Game to create the gameplay.

 

The following case study breakdown uses references from

RESEARCH AND REFERENCES

  • I chose ‘Kings’ from Call of Duty: Modern Warfare for the study. A tiny warehouse modified into a training space.

  • The symmetrical layout and simple design allow players to quickly move from one side to the other and around the center platform.

  • The map has an elevated platform and containers along both sides. Each spawn has two perches and a few open cover barriers.

  • The level gameplay is fast and includes rapid kills or deaths when the players engage in combat.

  • Since it's a small and compact map, direct combat is prioritized above tactical gaming.

STUDY AND BLOCKOUT

As I played, I took screenshots and watched recorded gameplay videos. Before beginning to block out, I wanted to understand the sense of space, what are the wide and narrow spaces? how it caters to different combat situations? And how can I add more gameplay to the existing map?

  • Players may have trouble finding cover or enemies if the space is unusually big, causing frustration.

  • If the area is too cramped, there will be no cover from battle or room to move, giving the impression of an unfair challenge.

  • The player has the freedom to choose from 3 different paths, and through the raised center.

 

 The strategic plan behind every map is the key to a good map. These decision points helped me to determine how the player can roam without real confusion. Breaking down the map helped me understand strategic options and how the player movement is led in the intended direction. 

BREAKDOWN STUDY

Middle elevated structure

  • The middle elevated structure gives you a height advantage.

  • When a player climbs from the bottom of a level to the top to get an advantage, they feel like they have overcome a challenge.

  • This space provides no protection from opposing fire but enables the player to look over the entire map.

  • And aiming down is easier than aiming up.

Shooting Ledge

  • By hopping onto the shooting ledge and using a long-range weapon players can quickly take out enemies as they start moving out of their spawn point.

  • If an enemy is not spotted, the player risks a flank attack.

  • Adding a flanking route gives players combat options. A flanking route can be used to move and surprise an opponent and gives players choice in combat.

 

Cover Push!

  • The space around the elevated structure is a clear path, allowing players to engage in combat directly by using the crates for cover.

  • The cover buffer here helps the player advance further into a combat situation.

  • The different cover variations should be communicated to the player efficiently. 

  • These variations should be quickly obvious to the player so play style decisions may be made easily.

 

 

Containers

  • Each side of the map has shipment containers that can be used to move around the map or rush directly to the enemy spawn. 

  • Since the space is very tight and small it makes the player feel claustrophobic or trapped. These tight spaces bring out the best qualities of your close-range combat.

  • The space also has reduced long sight lines to make sure players don't see the other side of the level clearly. This discourages camping and forces players to find better shooting positions.

 

PLAY TESTING AND ITERATIONS

I wanted to expand further on the case study by completing a proper gameplay map with Unreal 5 Lyra Game Sample. I kept running into problems with camping locations or unutilized space, which would eventually lead to one team having a substantial advantage over the other. I continued to playtest and iterate while receiving feedback from my peers, and friends. I made notes in places of the level where some players appeared to have an obvious advantage or disadvantage over the other team, and I later changed the layout depending on what I believed to be an appropriate solution.

PROJECT GALLERY

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