Timo Bron – Level Design Portfolio

UNREAL TOURNAMENT DEATHMATCH

Plateau of Leng

A close-quarters 6 player FFA DeathMatch level for Unreal Tournament 4, set on a nightmare-like island inspired by Lovecraftian horror. Chosen as one of the year’s best maps for gameplay and theme.​

About

Brief: In 8 weeks, design and build a level for Unreal Tournament (2014) suitable for 6 player free-for-all deathmatch.

Finished: November 2, 2018
Role: Level Designer
Game: Unreal Tournament (2014)

Game Mode: FFA DeathMatch
Editor: Unreal Tournament Editor
Duration: 8 Weeks

PLATEAU OF LENG is a Free-For-All DeathMatch level made for Unreal Tournament. Inspired by the cosmic horror stories of H.P. Lovecraft, this level features a small piece of land ripped from our world and placed in another, with the centerpiece being a church torn apart by tentacles from the sea.

Developed over the course of 8 weeks, this DeathMatch stage ticks all the boxes of an Unreal Tournament map: a smooth, consistent, dynamic flow through all the distinct areas, rooms designed to match the weapon found inside, and enough secondary paths and “ninja paths” to make navigation intuitive and easy.

The level was chosen out of approximately 40 other levels as one of the nine best levels of the year and became an option for the Visual Arts’ course of art passing levels (which sadly didn’t happen due to scope issues). It was chosen due to its strong application of theme and balanced, well-flowing gameplay.

Gameplay Video

Iteration Comparison

My Contributions

Designing and building the map.

Because this was a solo project (except for the researching phase), I was able to design and create the level that I wanted to make with nearly complete creative freedom.

I decided to go for a focus on close-quarters, fast paced fights with multiple layers of verticality. The level was built fully with BSP geometry.

Playtesting and iterating.

To ensure the level reached the intended gameplay goals, met the conditions of satisfaction, and was built according to the design pillars, I conducted playtests on a regular basis to collect feedback.

Playtesting was done by playing the level with 6 players on a server, recording the match with a tool that generated a heatmap, and afterwards asking testers to fill in a survey.

Based on the feedback, I formed conclusions and iteration points, which I then included in the next version of the level.

Researching theme and architecture.

Before we started building a level, each research team had to agree on a theme that all levels in that team would adhere to.

I proposed a theme based on the stories of H.P. Lovecraft, which was chosen because of its clear constraints, recognizable elements, and potential to make every level feel different.

Besides researching the theme, I also put together a few one-pagers on different architecture styles to help with creating recognizable architecture in our level geometry.

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