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Strike Team Level

I was responsible for level creation from start to finish, involving level design, kitbashing level art, lighting, environment sound design, and post-processing while working for Manticore Games. The map is part of a multiplayer FPS showcase game called Strike Team on Unreal-based Core platform. Link to the game: https://coregames.com/games/9442a4/strike-team

I had the pleasure of working with Juliet Cortes, who created props for the map.
https://www.artstation.com/juliet_cortes_1

Strike Team - Core Games (Official Launch Trailer)

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 central area of the level is also one of the capture locations and has a landmark building with a unique subtheme.

The central area of the level is also one of the capture locations and has a landmark building with a unique subtheme.

The layout is circular to promote a lot of action and movement. The Middle building acts as a landmark to orient players.

The layout is circular to promote a lot of action and movement. The Middle building acts as a landmark to orient players.

Rooftops have paths that turn them into a second layer of the gameplay space that provides vantage points for sniper gameplay.

Rooftops have paths that turn them into a second layer of the gameplay space that provides vantage points for sniper gameplay.

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

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