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Concord
DEVELOPMENT INFO

Role: Level Designer (MP)  |  Genre: First-Person Shooter  |  Engine:  Unreal Engine 5  |  Platform: PS5 and PC

Maps
STAR CHAMBER | Design and Technical


The smallest maps I designed for the main game mode, Clash Point. Players can win by eliminating opponents or capturing the zone in the center playspace. The map promotes vertical gameplay set around elements in an ancient observatory and supports other respawn game modes like TDM and Trophy Hunt. 

Players that control the upper platform control access to all entry points below. The upper platform has a health pack for strategic healing but is located in between the spliced orb. Players must balance holding this strong position against the need to drop down to secure the zone, while exterior lanes facilitate flanking and head-on engagements.

 

SHOCK RISK | Design and Technical


Small-to-medium-sized map designed for Clash Point as the primary mode and was the first map I worked on from the initial block out to polish. The goal was to create a U-shaped layout with a power position overlooking the center capture point under a huge looming lightning-catching facility. The map also supported TDM and Trophy Hunt.

The map features multiple loops for dynamic combat movement. The outer curve leads to the central power position, while the inner curve often results in intense head-on fights. Multiple flank routes are included to keep engagements fresh, and the center drag facilitates strategic mid-height overwatch to overwatch battles.

 

SPINEWORKS | Design and Technical


One of the largest maps for the primary game mode, Signal Hunt also supports TDM, Trophy Hunt, and Area Control. The design centers around an abandoned fishing facility that emphasizes various types of engagements, and verticality and features multiple distinct areas.

Each zone is unique, with the central spine, a wine extraction zone, serving as a crucial hub connecting all areas through a pipe channel system. Controlling this hub provides a strategic advantage for pushing into different zones and managing enemy movement. Each area accommodates various engagement styles, from long-range to close-quarters, while also allowing different character abilities to shine.

 

SALT PALACE | Design and Technical


This is the first map that I got to co-develop along with the Lead Level Designer on the project. Since this was the very first for both of us to learn the new metrics and identify best practices for blockout and game mode opportunities, we each worked on different areas of the map. 

My focus was on the starting spawn areas that lead the player to the first capture zone for Area Control. while also creating routes that allowed for loops to dip out of combat and grab heals before returning to the battle spaces for reengagement. This is also the map where I learned how to set up respawn room systems and other technical needs for the map. 

 

WATER HAZARD | Technical

 

This is one of the larger maps I helped support. The original designer had transitioned out of the company and as such I was tasked to close the map down from its "design and art complete" stage to "polish". This included a lot of the technical polish work from building smooth collision clips all around the play space, setting up the game modes and zones blueprints, and respawn systems. And lastly, make sure the map meets our AAA quality checks for ship.
 

ROBOT RUINS | Technical


Another one of the larger maps that I supported. I was tasked to take the map from the "design complete" stage to "polish".

This involved a lot of the usual technical polish work from building smooth collision clips all around the play space, game modes, zone and respawn systems setup, and other minor design tweaks and quality-of-life improvements to the map. 

 

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