This project was intended to improve my skills and learn new ways to prototype my levels inside Unreal Engine 5. CubeGrid and PolyEd mode were the tools I used to build the entirety of the assets present in the blockout.
I wanted to create a FPS multiplayer map intended for a simple Free for All mode, with simple respawn rules and classic Call of Duty arcade feeling.
Genre: FPS
Engine : Unreal Engine 5.2
Plugins: SuperGrid Starter Pack, Blocking Starter Pack, CubeGrid
The level takes inspiration from the existing structure "Les Voiles Bleues", a residence in Villeneuve-Loubet (France).
After taking some photos, I sketched the layout and took some references directly from Google maps, and then added some personal touches at the structure itself.
I then moved directly to illustrator, where I sketched a vectorial layout divided per floor and made a pathway map to understand the choke points and where at least two paths crossed each other, as the objective was to create a circular experience to maintain the players always in movement and in a constant state of flow.
The level is divided in three main section with three different heights, so that the players could take different advantage points.
Software: Adobe Illustrator
The 3D implementation was made by using the CubeGrid metrics (1x1x1) which helped to easily compare the 2D sketch with the tridimensional visualization and to easily achieve a consistent representation in meters.
Plugins were very useful to achieve a good result in a short amount of time, CubeGrid is one of the most useful tool that can be found to quickly blockout a level.
Plugins used: SuperGrid Starter Pack, CubeGrid, PolyEd Mode, Blocking Starter Pack
I used this project to understand better architectural principles (both practical and theoretical). I also took advantage to read more about Level design and Architecture. Here's the list of the books I took notions from:
101 Things I Learned in Architecture School , Matthew Frederick (2007)
Architectural Graphics, Frank Ching (1975)
A Practical Guide to Level Design, Benjamin Bauer (2023)
Architectural Approach to Level Design: Second edition, Christopher Totten (2019)