
Multiplayer Level Design Project
In this project, I worked on a level concept for the game Paladins, a 5v5 hero-based shooter.
The game mode from Paladins I designed the map for is called 'Siege' in which 2 teams of 5 fight over a central objective. Once one team captures this central objective they must push a payload to the opposing teams base,
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Below is a video that flies through each section of the level, the camera work is shaky as it was my first experience using the camera tools within UE4.
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I've since improved upon this skill allowing me to make more fluid cinematics within UE4.
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An additional takeaway from this project is that I need to utilise colour when creating levels as it further conveys what certain areas in the level are designed for.
The intention was to grey-block the level in UE4 to make myself more comfortable with the block-out tools so I could make myself more useful as a designer alongside showing off my ability to design a level following certain constraints and rules that games may set.
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I used Paladins as my game of reference as it's a movement shooter that incorporates multiple aspects of FPS games, allowing me a lot of creative freedom whilst providing enough restraints to challenge myself and my skills.

The spawn area holds almost every aspect of the level within one area.
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Small corridors outline a central, open area with wide sightlines, all coming together to create a level that allows for multiple styles of play to thrive.
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There are multiple lanes for players to leave their spawn from. Allowing players to potentially flank enemies that push too far into the spawn area.
The central objective area is an open area surrounded by small corridors and is overlooked by distant but exposed balconies for snipers.
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This area's design allows for all styles of play within Paladins to thrive as there are multiple avenues for attack and defence.
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There are also a few areas that create the potential for environmental eliminations where players can use abilities to push opposing players off the map.
The North Side of the map is designed primarily to allow long-ranged champions to gain sightlines over the payload's path as it heads towards its penultimate objective.
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The pathways and corridors that encompass this area allow for movement-based champions multiple avenues for traversal, allowing for the potential to flank any opposing team's snipers, balancing out the area to make it less one-sided.
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The final screenshot in the slideshow shows off the sightline that snipers have over the central objective. This balcony is very exposed to a lot of areas within the central objective creating a simple but effective risk-reward scenario.
The South Side of the map has sightlines designed for medium-range champions to watch over the Payload as it traverses the middle part of its journey towards its final destination.
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This area is mostly indoors, there is no roof over this area to allow for clearer birds' eye view screenshots.
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The area closest to the objective has sightlines over the path that the payload follows. These sightlines consist of windows that run parallel to the path which provide a decent point of defence for defenders but are exposed to attackers which balances out the area.
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The area closer to the team spawn is hidden from the payload path as it's designed to hide respawning players coming out of their spawn from potential attackers. The multitude of exit pathways allows for potential flanks on attackers or simple and direct routes back into the action.



