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Honours Project - Halo Infinite 'Arena' Level Design Submission by Chris Lomax

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I created a playable blockout level in Halo Infinite forge which took two around weeks to create. The map can be played on different types of game modes such as: Capture the Flag (CTF), Team Slayer, Odd Ball, Strongholds & S.W.A.T (if it was in Infinite). Creating a halo level was very challenging and different compared to creating Valorant levels as the play styles are completely different. But it was a fun challenge to tackle. As Valorant has a lot of flat ground areas (so players don't have an advantage / disadvantage as if you have the high ground it's easy to get head shots). And Valorant is a lot more tactical and slower due to the nature of the game. Halo is very fast pace, with multiple different levels in most maps containing: a lower section, a ground floor and an upper level. Most players jump around and as you have more health in Halo you can soak up more damage and mainly utilise cover to reload or kite a player while on low health. If you would like to see the...

Level Design Honours Project - Valorant Blockout "Theme Park" Map (Submission!!) by Chris Lomax

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Level Design Honours Project - Valorant Blockout "Theme Park" Map (Submission!!) As I completed my Train level two weeks before I break up for Christmas, I set myself a challenge to create another Valorant Level Design in two weeks time. Video walkthrough:  https://www.youtube.com/watch?v=IsE6KogWvJs I created two unique environmental mechanics for the level. Reflective mirrors & Moveable cover. Here are the landmarks seen in the level:

Level Design Honours Project - Valorant Blockout "Train" Map (Submission!!) by Chris Lomax

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Level Design Honours Project - Valorant Blockout "Train" Map (Submission!!) Video walkthrough:  https://www.youtube.com/watch?v=ZqYT-JAkNW0 I forgot to post that I submitted my Train Level Design for the game Valorant. Above is the 3D top-down view of the level, along with the video walkthrough!

Level Design Honours Project - Valorant Blockout "Train" Map Week 2 Progression by Chris Lomax

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Level Design Honours Project - Valorant Blockout "Train" Map Week 2 Progression I finalised the 2d top down design and removed the moving trains and changed them to be teleporters instead to fit the gameplay of Valorant, meaning the underground areas have been removed too. I have finished the 3d blockout in Unreal Engine as well, the only things I have outstanding are: LDD, Video Walkthrough, Video Commentary, Callouts & Labelling areas for the environmental artists. Please see the 2d top down version below, along with the 3d blockout as well: Next week I will blogpost the final submission for this and start my next project!

Level Design Honours Project - Valorant Blockout "Train" Map Week 1 Progression by Chris Lomax

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Level Design Honours Project - Week 1 - Valorant Blockout "Train" Map After finishing my Space level design, I moved onto my next idea which was creating a level design around a train station location (with underground features & an accessible moving train). I will colour code the areas and create a key for it in my next blog post, along with progression images of the blockout in unreal engine 5 (which I will be starting shortly). Below shows the top down view of the entire level, along with the underground locations (top is A, mid is mid & bottom is B). The two terrain on the level that kind of look like a "C" are the bombsite locations & planting areas. A is on the right & B is on the left. As the level is based in a train station, there are a lot of stair routes (verticality) however, they won't be too steep & will make the experience more fun while moving round the level. Here is an image briefly summarizing / explaining the level & t...

Level Design Honours Project - Valorant Blockout "Space" Map (Submission!!) by Chris Lomax

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Level Design Honours Project - Valorant Blockout "Space" Map (Submission!!) Within the past week, I finished off the blockout and completed / added the following: Roof, Lights, Zipline functionality, Door functionality, Sound for doors & ziplines, Split Screen mode (local co-op), 3d text for callouts & environmental artists. I inputted a 3d model (from mixamo) and added him into the level (for level scenario demonstrations). As my level was a first person template, I had to copy it all over to a third person template (so when playing local co-op players can see the full player model, instead of just arms). After having everything set, I did my video commentary which lasted around 27 minutes talking about the design, decision making, why cover is in certain places, line of sight, the feel of the level & more. I did a small walk through of the level in first person single player mode (to see the level from that perspective). Video walkthrough:  https://www.youtube.c...

Level Design Honours Project - Valorant Blockout "Space" Map Week 2 by Chris Lomax

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Level Design Honours Project - Week 2 - Valorant Blockout "Space" Map I have successfully blocked out the level to an extent where I am happy with it. I feel I have done a good job with scalability by working with metrics and ensuring that I play tested areas to make sure it didn't feel to spacious or too claustrophobic. I'm going to show my tutors my blockout in unreal engine 5 (pictures and a run through to see it live in action as well) to gather any feedback positive or negative. A quick note here (for people who are already thinking, god those walls look huge!!) I have done this as the agents: Jett, Omen, Sage & Chamber have abilities that allow them to get higher ground, meaning if the roof / ceiling is low down, they would hit their head on the ceiling and their abilities would be N/A. Also I feel having huge walls with a high up ceiling suits the space station environment as well. (I'm wondering if I should change the colour of the floor for the upstai...