FLUX
PROJECT INTRODUCTION
Designed in and for Splitgate 2, Flux was designed to be a casual and fun Map for the Team Deathmatch-related game modes. I wanted to make a map for the upcoming title for personal and skill building experience. It allowed me to test and trial my level design skills for a popular and new upcoming first person shooter. With access to The Lab, Splitgate 2’s Map Editor, I was motviated, self-tasked, and led myself to creating one of the most fun, casual, and fun battle arenas for a Team Deathmatch Experience.
RESPONSIBILITES
- Designing the Level Layout and gameplay space
- Set Dressing & Level Art for making the Sci-fi Aesthetic for Flux
- Giving Critical Feedback to the Splitgate 2 developer team at 1047 Games
- Self Quality Assurance & Testing
PROJECT DETAILS
- Powered By Unreal Engine 5
- Solo Project
- Role: Level Designer
- Splitgate 2 Map Editor
Learning a New & Modern Mod Editor:
- With the release of The Lab for Splitgate 2 and making custom maps, I was self-tasked to immediately learn the editors tools and into making a map for the game.
- Splitgate 2 was recently just released and it was a great opportunity for me to learn and research more about Modern Engine Editors that are made for community developers and designers to make content like myself. I learned a lot using The Lab, as well as giving valuable feedback to the developer team at 1047 Games to improving The Lab with assistance of Bug Finding and Testing.
Portals & Shooting Was a Design Challenge:
- One of the Design Challenges was Thinking For Portals. I had to think of Portal Wall Placements that were balanced for both teams. I read some player feedback from Splitgate 2’s Open Alpha Playtest and saw that many players loved more portals and wanted significantly more of them. I solved this challenge by adding more portals, while also considering the angles and directions these portals faced. I wanted to have risky portal placements so players could portal to one side of the map, but I realized they’re in the open and could be shot by other enemies on their team. I also wanted to connect portals by allowing players to see other portals as they entered a portal on the map. This provided an opportunity for a strategy called “Triple Portals” which allowed High-Skilled players to quickly traverse and engage in combat by traveling through three or more portals simultaneously.
Team Deathmatch Maps Need To Be Symmetrical:
- I had to make sure that Flux was designed with an Symmetrical Layout. This allowed both teams to engage in fair and balanced combat. This was one of my first PvP Multiplayer FPS maps, and I was always worried about the asymmetry. I constantly reviewed and rechecked the layout to ensure both Red and Blue had the same positions and distance to meet in the middle and fight. This also included Symmetrical portal walls and placements to allow both teams to have an advantage if they used portals efficiently enough to help them position better in combat.
Sci-Fi Set Dressing With Limited Assets:
- With the limited amount of assets that I had for the Early-access release of Splitgate 2, I had to come up with an amazing aesthetic for Flux. I used the assets and utilized them with optimizations for object Scale, Performance, and Positioning. The Lab is still fairly new, and there isn’t a lot of assets added yet to the editor as it’s still work in progress today. For the map I had to find creative ways in decorating and placing props that looked appealing to the players.