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