01 Level design · GAMES 3100
Futuristic FPS Map
A competitive multiplayer map for the Level Design course at the University of Utah. A classic 3-lane structure meets modern traversal: wall running, sliding and double jumps that add verticality and player choice.
- Role
- Solo Level Designer
- Course
- GAMES 3100, University of Utah
- Timeline
- Oct – Nov 2024
- Engine
- Unreal Engine 5 · Blueprints
I owned
- The 3-lane layout, from paper to grey box to final.
- Custom traversal Blueprints: slide, wall run, wall jump and double jump.
- Cover and signifier tuning from playtests.
Context
- Solo project for the GAMES 3100 Level Design course.
- Balancing angles took several playtest passes.

02 Watch
The final level
03 Thought process
Scarce angles, abundant angles
- Strategic depth from environmental details and traversal mechanics.
- A balanced playfield with mirrored fairness for both sides.
- Verticality (wall running, sliding, double jumps) for more sightlines and tactical options.
- Pressure and opportunity: angles should feel scarce or abundant depending on where you stand.
Concept & goals
A futuristic multiplayer FPS rooted in competitive balance.
Layout
A 3-lane format for familiarity and fairness.
Mechanics
Crouch, slide and wall-run Blueprints, plus wall-jump detection.
Iteration
Cover placement and signifiers refined through playtests.
04 Layout
From paper to grey box
A quick sketch fixed the spawns and buildings. The paper layout then marks cover, windows, doors, half walls and wall-run surfaces, and the grey box keeps the same lanes and cover beats in engine.
05 The little things
Moments the layout is built for
06 Blueprints
Movement built for flow state
A custom controller that handles physics and camera dynamically, so movement feels fast and fair and the player never fights the controls.
07 Key findings
What playtesting taught me
- Traversal drove engagement. Movement became part of the strategy.
- Verticality created emergent play through constantly shifting sightlines.
- Balancing angles was the hardest part. It took several iterations to reach competitive fairness.
“I honestly just enjoy playing it. I wish I could host it and play with a bunch of friends.”
I built double jumping, wall running with a fall-off, sliding that slows down naturally, and crouching, all in Blueprints, aiming for the fluid feel of my favourite FPS games.
