FPS Level Design Test
This is level I designed in Unreal for a job application test. I was given three days to block out the space throughout three different sized areas, which I had the choice to arrange. --->
All gameplay mechanics and assets were provided templates.
All layout and pick-up placement was my work.
The only major guidelines were to design for a
First-Person PvE Cooperative Scifi Shooter.
Video Play Through
Layout was designed with cooperative multiplayer in mind.
Though it only being single player functional, I balanced all the enemies and pick-ups for only one person playing through.
My instinct was to start the smallest and build to larger rooms along with the player's progression. So I started with the smallest area and bisected.
The expectation was this could or would be a cooperative shooter, so I made sure the smaller spaces were still open with a few paths forward and various nooks to hide loot. In the effort to stay open I didn't go place too much cover beyond making sure the players always had a corner to peer around moving towards each new encounter.
Keeping with the theme of open and multiple routes but adding another level of verticality. This intentionally longer room feels more like a gridded maze of cover columns and gaps between the ceiling/floor.
The intention here was pump up the firefight difficulty and allow multiple players to naturally explore while fighting through so many sightlines. I set up the entrance to see both ways in, so multiple players could get a grasp of the paths and area's shape quickly. This entrance also acting like a pocket to retreat back to if needed.
I wanted to double down on the multiple player paths and verticality for the finale and largest area. The added element being winding and interconnected hallways around major central areas.
The splitting paths is immediate and encouraging players to explore, together or alone. While I tried to make each path feel/play different each with it's own breadcrumb rewards. The exit being high above and behind so many enemies, my expectation was that most players would at least find each other or puzzle together the paths before finishing all major fights and completing the level in it's entirety.