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Team Deathmatch Level

This level was part of a larger project the dev-team worked on at Barnyard Games, I was the lead level designer on this winter themed map with the goal of a symmetrical layout with asymmetrical theming.

  • Tools: Unreal Editor for Fortnite, Blender

  • Developed over 1 Month

  • Level Design 

Pre-Production

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Gathering References

I began my process by compiling mechanics references. I gathered images that demonstrated mechanics in other games that I wanted to incorporate in a similar way into my level.


We needed the map to be set in a cold, Christmas themed environment. I specifically wanted the map to be set in a warm, comfortable cabin, but for it to also have a secret ice cave. 


​I wanted to include a train-yard theme in the map too, but didn’t want everything to feel too cluttered.

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Initial Floorplans

These are my sketches for the initial layout, I wanted a generic fast paced deathmatch level. I was iteratively designing the level so a lot changed throughout to improve sightlines, but the basic layout stayed the same.
The spawn areas are narrow but open areas for players to decide where they want to go next. 


The center of the map is dense, you can get to a vantage point to see where everyone is but it makes you an easy target. Most players will be headed towards the slightly more open area in the center to fight, but players can also snipe from the corners of the map. 


The side areas are meant to be secret, alternate routes for teams to take, and it can be used for other teams to infiltrate the other teams spawn area.

Blockout Process

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Spawn Areas

I designed the spawn areas to keep clear sightlines and instant player engagement, I wanted accessibility between both aggressive and defensive playstyles. Each sides spawn has multiple exit routes to prevent spawn camping, and I include the route to the side-area to emphasize verticality.

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Center Area 

The center of the level is designed to keep the action engaging. I tried to mix open sightlines and lots of cover to support tactical movement, and to encourage players to make strategic decisions using the cover to flank enemies or engage in close-quarters combat.

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Side Areas 

The side areas have flanking paths with narrow corridors and limited sightlines, they’re meant to reward good movement and are there to balance the flow of the map, to let players be stealthy and contribute without disrupting the team deathmatch dynamics. It’s a high-risk, high-reward environment.

Design Choices

Symmetrical Layout

I knew that I wanted both sides of the map to be mirrored, I wanted equal opportunities for both teams to engage effectively on both sides and wanted both teams to be taking a similar approach to the map even if it’s harder to tell visually that it’s mirrored.

Asymmetrical Aesthetics

Even though the layout is symmetrical, the themes give each side a unique visual identity, to help players orient themselves and give the level more variety.

Close Quarters Combat

The level has tight spaces and narrow corridors to make players fight in fast-paced, close-quarters combat, so the map leans towards quick intense encounters.

Sniping Opportunities

The level has side routes with long sightlines to offer strategic routes for players to pick off enemies from a distance and balance the map from being only close-range.

Close Range Weapons

Close range weapons work best in the smaller close-corridor areas, the zombies are forced to spread out and it gives you time to take them out one by one as long as you’re checking what’s behind you and accounting for reload times.

Long Range Weapons

Long range weapons work best in the hallways and in certain areas in the outdoor area, they’re also best in flat areas because they’re very reliant on landing headshots when an entire horde is headed your way.

Gameplay Video

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