Timo Bron – Level Design Portfolio

Multiplayer Ball Sports Game

Skaturion

Step into the roller-shoes of a futuristic Roman athlete in this multiplayer team-based ball sports game featuring high-velocity, skate-like movement.​

About

Brief: In 8 weeks, with a team of 6 designers, come up with a concept for a competitive eSports game based on a real sport, go through the pre-production phase, and deliver a playable gameplay prototype.

Finished: April 12, 2019
Role:
Level Designer
Engine: Unreal Engine 4

Platforms: Windows
Team Size:
6 Members
Duration:
8 Weeks

SKATURION is a multiplayer 3v3 sports game where players, equipped with rollerskates and a rocket booster, fly around the arena at incredibly high speeds and pass the ball around as much as possible; the more passes, the more points will be awarded when a team scores.

This proof of concept was created in 8 weeks by a team of 6 designers of various disciplines. I was the only level designer on the team and was able to commit fully to this role. The Skaturion project was my first time working on arena-style level design, and it allowed me to explore and learn about areas of level design I had not touched on before.

Skaturion never went into production due to teachers cancelling the project; they saw no potential and too many risks. The team was split up, and I joined the Chaddius Maximus project.

Trailer

This trailer was recorded and edited by me, with sound from audio designer Tim Wondergem. Footage was recorded using Unreal Engine 4’s cinematic tools, and the video was edited with Adobe Premiere Pro.

Movement & Level Showcase

This short clip features our fast-paced skate-like movement based on momentum, and walks through the arena that I designed and built throughout the 8 weeks of pre-production.

My Contributions

The main arena.

Being the only level designer on the team, I was able to fully dedicate myself to designing building an arena that supported the momentum-based movement and the team ball sports dynamic.

The arena provides a power struggle over ball control, multiple paths of attack and layers of verticality, and ramps and platforms that support defensive or offensive playstyles.

Researching level design of competitor games.

Skaturion was a project that included some areas of level design I was still unfamiliar with.

I wrote short level design research pieces to find answers to the questions I had, drawing conclusions that would help me with the design of the arena.

Writing the Level Design Document.

All my decisions, thought processes, iterations and more are written down in this document.

It was also meant to introduce potential new level designers to the project and get them up to speed, in case we moved over to full production.

Sketching individual level moments.

Taking inspiration from skate parks and (neo)classical architecture, I made a bunch of different sketches of ramps, pits, arena shapes, and more.

Both early version as well as the final iteration of the arena were based on these sketches. In total, I made 56 different sketches.

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