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Duration: 4 weeks
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Engine: Unreal Engine 4
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Other tool used: Maya 2017, Photoshop CC, Premiere Pro CC
FR-Crescendo
Custom Unreal Tournament 4 map

What I did
This was a personal project where I did the level design. The assets and scripts were provided by the Unreal Tournament 4 Editor.
I've drawn paper map, drafted design documents, studied player metrics (sample level in the editor), level design (blockout>fleshing out each areas>play testing).
I've uploaded this level to the UTCC(website where lots of other content creators upload UT4 related mods).

Overview
This was a personal project where I was the level designer. The assets and scripts were provided by the Unreal Tournament 4 Editor. I've drawn paper map
This project used the Unreal Tournament 4 Editor which is more or less an Unreal Engine 4 specially tailored for Epic's in-house developed game Unreal Tournament 4. FR-Crescendo is a map for a game mode Blitz (formerly called Flag Run, hence the FR prefix). The UT4 editor was generally similar to the UT4 engine. However, since this map is tailored specifically towards a specific FPS game, some differences were instantly recognizable.

Duration: 2 weeks
Engine: Unreal Tournament 4 Editor
Features
Combat bowl and choke points are high-value strategic points in FR-Crescendo. Combat bowl uses unique powerups such as U-Damage(damage amplifier) in an exposed area. Chokepoints connect to strategic areas such as checkpoints or defender/attacker base. By carefully placing these areas, Crescendo rewards skilled players and offers an over-the-top FPS experience!

Core Experience
There are various high value areas. One of the most significant high value area is the center of the map, also known as the Combat Bowl. This area offers the best power up in the game: U-Damage (damage amplifier). There are various strategic routes that connects to the Combat Bowl. I ensured that these routes are different from one another while maintaining tactical balance for both the attackers and the defenders.
Level Planing
In the Blitz Level Design blog, it’s recommended to structure the Blitz level that involves the following areas:
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Attacker Spawn: spawn points for the attacking force
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Defender Spawn: spawning points for the defending force
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Choke Point: funneling route/threshold where the attackers will prove to be difficult to punch through.
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Perimeter: natural defensive line/area that signifies as a strategic area.
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Rally Point: attacker flag bearer can capture this strategic point to temporarily spawn friendly attackers there
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Combat Bowl: big open area (usually in a shape of arena) where the strongest power ups is offered and offer routes to the most strategic areas.

Pre-production
Initial Blockout
Media
Screenshots
Video















