Project Type
Solo
Role
Level Designer
Tools/Engine
Unreal Engine for Fortnite
Timeline
6 weeks
About this project
In this project, I designed a 3v3 Capture the Flag map within Fortnite's Unreal Engine (UEFN). I learnt a lot by implementing core level design principles along with the existing gameplay mechanics. I built the map entirely using greyboxes, focusing on clear layouts and rapid prototyping of the level. To kickstart the visual identity, I implemented a basic art pass using the assets from Fortnite's Unreal Engine starter content, which can serve as a guideline for environment art down in the design pipeline.
Key Features
3 v 3 gameplay promoting engagement and strategic thinking for the players.
Designing using just greyboxes facilitates iterative design and rapid prototyping.
First art pass enhances visual appeal while maintaining focus on gameplay mechanics.
Design Challenges
Designing the levels to accommodate the existing gameplay metrics and mechanics of Fortnite.
Visual storytelling to make recognizable landmarks using just greyboxes and no external static meshes.
Design Approach
I designed the level using greyboxes to prioritize core gameplay elements like balance, flow, player density, and key engagement areas. The layout itself functions as a navigational aid, guiding players through the level. I strategically placed landmarks, nodes, and paths while incorporating architectural principles - form, shapes, patterns, and composition - to maximize both visual clarity and engaging gameplay. This emphasis on a strong foundation ensured for a seamless and engaging experience and clarity for the players.
Research - LDD
View the full Level design document here.
Game Narrative
The map pits the Crimson Corsairs (red team) against the Royal Knights (blue team). The Corsairs must steal the Starstone from the Throne Room (Blue Base) and take it to their Hangar (Red Base). The Knights defend the Throne Room and can attempt to seize the Corsairs' Flagship Core, which is hidden within their own Hanger.
References
To effectively communicate my ideas about the level's intended atmosphere, gameplay, etc., I collected some reference images.
Diagrams and Sketches
To define the level's flow, I began by sketching out ideas by keeping the paths - main, alternative, and flank into consideration. With these core paths established, I created a detailed level layout showcasing key regions, objects, and gameplay elements to ensure a cohesive and engaging experience.
Metrics
Measured the metrics inside of UEFN for the character and gameplay by creating a small metrics gym.
• Camera distance from player – 1.5m (approx.)
• Radius for optimal camera movement – 1.5m (approx.)
• Camera height – controlled by player
• Distance – 5m
• Max height till mantle – 5m
• Distance – 8.5m
• Max height till mantle – 5.5m
Once the character and gameplay metrics were defined, I could design the elements inside my level to accommodate for the player character, controls and the camera. Here are some of the object metrics which was defined in the LDD.
Level Greyboxing
Initial designs of the levels done using the greyboxes created using the Cubegrid feature inside of UEFN.
Iterations after Playtesting
After a round of playtesting, I realized that the overall size of the map felt too long, the proportions were massive, and there were long sightlines, which were problematic because there are no sniper riffles on this map and I wanted more close combat encounters.
View the playtest questionnaire and feedback here.
I then did some quick iterations and used the greyboxing kit inside of UEFN starter content that was already tailored for the player metrics, as well as do some rapid prototyping of the level by implementing the feedback I received from the playtesting session.
As you can see, this blockout was a little more compact which made the combat more engaging, and added some blockers at the mid section to reduce those long sightlines. Added some basic colors to the blockmesh to guide the players about the bases, landmarks, etc.
Here are some screenshots of the final level greyboxing:
First Art pass
This level's primary focus was on gameplay and mechanics. Even though this was not an art project, I did some kitbashing with the existing UEFN kits to create this first art pass of the level, which will help guide the final visual design. The kits were limited to 24 pieces per kit (1for blue site,1 for mid), totaling 48 pieces. Here are some comparison screenshots of greyboxing and the art pass.
Throne Room with turquoise and gold accent colors to show the royalty.
Entrance to the Palace from the courtyard. Statues act as a distinct landmark for the entrance.
Mid courtyard with Pool/Fountains, Containers and Gazebo and red alternate path connecting the blue site through the arch bridge
Secret tunnel passageway connecting mid – Shows a glimpse of the serene landscapes.
Flank path connecting the palace through side entrance, along with sniper tower.