Project Details

Overview:

Redesigning Level Design to replicate mechanics of control point & Capture the Flag mechanics in Unreal Engine 5

How I design Molecular Drawnings::

In my work, I always listen to the requirements of the gameplay designer and understand the vibe of the game before I start to draw an abstract representation of the level.
I breakdown my level into zones or segments, each representing a gameplay encounter, tutorial, or challenge. These segments are connected by arrows that define flow and progression.

From Molecular Drawnings to Detailed Maps:

From conceptual drawings, I transition to detailed maps by defining spatial and environmental details. This includes:
-Geometry and architecture of the level
-Enemy and NPC placements
-Traversal Elements
-Environmental Storytelling

Below is the level layout for the Lyra Control Points Project