KYLE KOTOVSKY
Multiplayer Project
InOrbit Systems
Role:
Level Designer Intern
Date:
May-August 2024
Engine:
Unreal Engine 5.3.2
Genre:
First-person tactical pvp shooter
Description:​
A summer internship where I was brought on as a level designer to help with development of an ongoing project. I was responsible for creating a new map with from concept to creation and overhauling another existing map to better fit with the tactical shooter genre and update the visuals.
My Contributions:
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Enhancing a pre-existing level utilizing UE Landscape Tool, Landscape Materials, Geometry Brush Tool, and Material Editor.
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Overhauling a map created by previous contributors, enhancing the level geometry to better fit with the tactical shooter genre.
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Creating a new map obstacles and paths to accommodate a small combat arena.
Updating Existing Level
Before
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After
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I was brought on to a project that had been in development before I joined. I was onboarded and read through some documentation to get a better idea of what was expected of levels in the game.
My first task was to take a map that was out of date and touch it up to bring it to the new standards management expected. I was assigned to updated the first Team Deathmatch map that was created, and it really needed a new coat of paint.
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​A lot of the initial work was organizing the level's hierarchy and renaming some assets to make it easier to navigate.
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I had then trimmed down the landscape around the outside of the level, as a player would never see it, as well as gaining slightly more performance due to getting rid of unnecessary geometry.
Before Continued
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After Continued
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The first thing I did to the map was update the Landscape Material to get rid of the obvious tiling and add some more variation in the ground. I then moved on to updating the post processing to make it look less like Mars and more like a desert on Earth.
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Taking a broader look at the map, it felt very empty, it needed more obstacles and cover for a player to use. So I went ahead and condensed the map, bringing the game objects closer to the middle so they get more play. I then added more game objects to add more cover in the places they needed it most, going as far as to modify the landscape itself to create specific sightlines.
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If I had more time with this map, I would have tried to playtest it with other people, as during development I was stuck with working around bots that had been created prior to me joining. I also would have spent more time finetuning the cover and going more in depth with the UE Geometry Brush tool than the just the centerpiece I made for the map.
Creating My Own Level
First Floor V1
First Floor V2
Second Floor
Once I was done with the opening section of the map, I worked on the vehicle section slowly by adding more sections until the length and variety of obstacles felt right. With this being the first time I had ever made a level specifically for vehicle movement, trial and error were the best way for me to determine what felt right.
After updating a pre-made map, I was ready to create my own.
I began by collecting reference art that captured the mood I aimed for, focusing on neon and cyberpunk aesthetics.
My assignment was to design a Team Deathmatch map, and as someone experienced in PvP first-person shooters, I understand that smaller maps tend to be the most popular because they allow for quick re-entry combat after respawning.
Wait... That Looks Familiar
Before starting my work, I received a map that I could use as a foundation for modification.
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The level assigned to me was the initial map from Unreal Engine 5 Lyra, which serves as the multiplayer shooter template for this project.
Although I felt uneasy about using this map, I was instructed to proceed with it, so I did my best to alter it significantly to create a different gameplay experience.
Unreal Engine 5 Lyra Map
Space Station Map
Space Station Map Continued
What I Modified
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Removed the central bridge
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This change improved sightlines, reducing awkward gameplay.
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Added cover to the center floor area
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The new cover enhances safety during ground traversal, encouraging players to engage through this route.
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Incorporated cover on all catwalks
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With the added cover on the center floor, players are now to adopt a more defensive strategy on the upper level or to attack from the lower level.
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Introduced a nearby star and updated the skybox
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The material simulates a realistic star appearance, offering extensive customization for effects and colors.
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Changed materials on all metallic surfaces and boosted lighting intensity
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This adjustment gives the level a grittier, more industrial feel, aligning with the cyberpunk aesthetic.
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If I had more time with this map I would have gone deeper into cleaning up the unnecessary meshes and overlapping UVs for better visual fidelity. Like the first map I made, I should have also taken advantage of the UE Geometry Brush tool to create custom geometry that I could not make with preset static meshes.