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Strike Team: Sector 9 level

I was responsible for 3/4 of the level design and level art (kitbashing). I also did environment sound design, lighting, and post-processing while working for Manticore Games. The map is part of a multiplayer FPS showcase game called Strike Team: Sector 9 on Unreal-based Core platform. Link to the game: https://coregames.com/games/6db467/strike-team-sector-9

I had the pleasure of cooperating with environment artists Eduard Medina(https://twitter.com/KidEgg_Art) and Juliet Cortes.
https://www.artstation.com/eduard_medina
https://www.artstation.com/juliet_cortes_1

The game is a fast-paced FPS so one of the main priorities was to maintain the movement flow in all situations. I made sure that the player never feels stuck or need to backtrack.

The Residential area has its own subtheme to promote spacial awareness. (toggle sounds)

The Park area has its own subtheme to promote spacial awareness. (toggle sounds)

The main street has two trams moving in opposite directions as a set piece. They have an impact on the gameplay as players can jump on top of them or get run down by them. (toggle sounds)

The Flow of movement was aided by having consistent visual language. The map mainly uses "Hollywood darkness" contrasted with guiding lights to guide the player's movement.

The Flow of movement was aided by having consistent visual language. The map mainly uses "Hollywood darkness" contrasted with guiding lights to guide the player's movement.

The gameplay revolved around capture locations so the main areas of the map were designed as battle arenas where the players could approach from multiple angles and vantage point. This was to provide gameplay opportunities for different types of weaponry.

The gameplay revolved around capture locations so the main areas of the map were designed as battle arenas where the players could approach from multiple angles and vantage point. This was to provide gameplay opportunities for different types of weaponry.

The environment was also used as a loading screen background for the Core platform

The environment was also used as a loading screen background for the Core platform