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Hero Shooter Project (UEFN)

This is an (UNFINISHED) hero shooter level design project, set within a large scale industrial based environment. This level is designed for competitive, 5v5 team based gameplay, utilising a symmetrical layout to ensure gameplay fairness and balanced engagements. The level features 2 distinct elevation zones which create varies tactical opportunities and help promote hero diversity across encounters.

The orange dominated colour scheme evokes energy and urgency, while being balanced with grey accents to provide visual balancing and grounding. This creates a cinematic tone, similar to that of heated, high stake arenas. The level features many dynamic visual effect elements such as rising smoke, embers and bubbling lava to help enhance atmosphere and motion throughout the space. Furthermore, each zone is equipped with its own cinematics, giving movement to the world, and their own sound effects to go alongside.

Each control point unlocks new spawn points, allowing for better and controlled match pacing and progression. Even with symmetrical geometry, variations within props used for cover, and different out of bounds scenery create illusions of environmental diversity and realism.

Each hero features a unique, custom developed ability logic, designed entirely within UEFN, using UE native systems to help expand possibilities within the upcoming ecosystem, and to further develop competitive gameplay beyond the limits of Fortnite Mechanics.

-Unless stated otherwise, all assets and characters belong to Epic Games. Environment layout, logic systems and gameplay design were fully developed by myself. Furthermore, all still shots were taken from within the Unreal Editor For Fortnite.

This section features an overview of the various sections of the map, demonstrating my skills within level design (My primary focus), and explanations as to why I designed the way I designed

This section features an overview of the various sections of the map, demonstrating my skills within level design (My primary focus), and explanations as to why I designed the way I designed

External area: A symmetrical outdoor area, featuring raised platforms, various cover methods and an interconnected tunnel network designed to promote fluid movement and dynamic player encounters.

External area: A symmetrical outdoor area, featuring raised platforms, various cover methods and an interconnected tunnel network designed to promote fluid movement and dynamic player encounters.

Stairwell between point A and point C: A narrow stairwell linking two points together. It contains deadly side areas to punish missteps, while also featuring confined and visually cluttered spaces to promote tactical ability based play

Stairwell between point A and point C: A narrow stairwell linking two points together. It contains deadly side areas to punish missteps, while also featuring confined and visually cluttered spaces to promote tactical ability based play

Right cavern entrance: An elevated entrance to reduce spawn camping risks. Two tunnels offer flexible exit paths, aiming to support strategic player flows and varied approaches to  the control points

Right cavern entrance: An elevated entrance to reduce spawn camping risks. Two tunnels offer flexible exit paths, aiming to support strategic player flows and varied approaches to the control points

Right cavern spawn: A long spawn corridor with layered cover to ease player exists and prevent early engagements. Drop zones either side add risk, encouraging continuous movement and forwards momentum within the match

Right cavern spawn: A long spawn corridor with layered cover to ease player exists and prevent early engagements. Drop zones either side add risk, encouraging continuous movement and forwards momentum within the match

Cavern chamber (Point B unfinished): Central cavern chamber featuring neon orange lighting and various active lava sources to build visual intensity. Environmental cues hint at map narratives, deepening the players immersion and map intrigue.

Cavern chamber (Point B unfinished): Central cavern chamber featuring neon orange lighting and various active lava sources to build visual intensity. Environmental cues hint at map narratives, deepening the players immersion and map intrigue.

Left spawn point: The left spawn mirrors the right for balanced gameplay. Its outwards facing layout provides dense cover to shield players from point B in the central cavern, supporting fair engagements and forwards momentum.

Left spawn point: The left spawn mirrors the right for balanced gameplay. Its outwards facing layout provides dense cover to shield players from point B in the central cavern, supporting fair engagements and forwards momentum.

Map overview: The map consists of 3 control points, each built for different hero archetypes. Point A is tailored to fast, durable heroes, while point B supports vertical, agile playstyles, allowing for varies engagements.

Map overview: The map consists of 3 control points, each built for different hero archetypes. Point A is tailored to fast, durable heroes, while point B supports vertical, agile playstyles, allowing for varies engagements.

Capture point A right: Right side enterace to point A, featuring extended sightlines which reinforce ranged and agile heroes, with multiple access routes which promote fast paced movement and tactical positioning during engagements.

Capture point A right: Right side enterace to point A, featuring extended sightlines which reinforce ranged and agile heroes, with multiple access routes which promote fast paced movement and tactical positioning during engagements.

Point C overview: This point is positioned on elevated ground to limit direct access via certain heroes. Its height advantage favours vertical heroes and encourages strategic hero swaps to help adapt to the changing dynamics

Point C overview: This point is positioned on elevated ground to limit direct access via certain heroes. Its height advantage favours vertical heroes and encourages strategic hero swaps to help adapt to the changing dynamics

Capture point A: It features an open combat area with sparse but large cover to better promote direct engagements. Its placed along the main pathway to ensure visibility, and decrease hiding to maintain active player engagement

Capture point A: It features an open combat area with sparse but large cover to better promote direct engagements. Its placed along the main pathway to ensure visibility, and decrease hiding to maintain active player engagement

A 2D map overviewing the full playable area, highlighting various key features, pathways and control points to help present flow, balance and overall spatial design intentions.

A 2D map overviewing the full playable area, highlighting various key features, pathways and control points to help present flow, balance and overall spatial design intentions.

Contains information regarding the development of the project

Contains information regarding the development of the project

Stage 1 of the map layout. Features basic shapes and layouts to help shape the vision I was creating

Stage 1 of the map layout. Features basic shapes and layouts to help shape the vision I was creating

Stage 2 of the map layout. Contains more refined shapes and verticality. This is where gameplay dynamics were beginning to be considered

Stage 2 of the map layout. Contains more refined shapes and verticality. This is where gameplay dynamics were beginning to be considered

Stage 3 of the map layout. Cover elements and architecture were beginning to be developed. A few props were placed around to help create a resource pallet

Stage 3 of the map layout. Cover elements and architecture were beginning to be developed. A few props were placed around to help create a resource pallet

Final map overview with all elements completed

Final map overview with all elements completed

Portfolio showcasing a master material I created, with relevant customisations. The material utilises world aligned textures and opacity masks to create patterns, along with distance behind translucency which generates emissions on prop overlapping

Portfolio showcasing a master material I created, with relevant customisations. The material utilises world aligned textures and opacity masks to create patterns, along with distance behind translucency which generates emissions on prop overlapping

Mind Map showcase. Used to explore various concepts and themes for map types

Mind Map showcase. Used to explore various concepts and themes for map types

Size graph. Used to reduce visual clutter and create bounds early on in development

Size graph. Used to reduce visual clutter and create bounds early on in development

A short overview outlining the ability set for a tank hero I designed and created

A short overview outlining the ability set for a tank hero I designed and created

An overview of the cube queen hero, along with some lore and development information

An overview of the cube queen hero, along with some lore and development information

Showcase of the cube queens sheild ability, filmed in game on a PS5

Showcase of the cube queens ultimate ability, filmed in game on a PS5

A short overview outlining the ability set for a damage hero I designed and created

A short overview outlining the ability set for a damage hero I designed and created

Showcase of the visitors teleporter ability, filmed in game on a PS5