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Level Design · 10 / 15 2022

VECT0R — LD

Role
Level Designer
Engine · Genre
Unity · Arena Shooter
Tags
Arena / FPS
Link
Main case study ↗

Overview

An arena built for source-engine movement — bunny-hops, surfs, and air-strafes as first-class traversal. The layout rewards verticality and punishes idle centers, tuned across five blockout passes to keep fights brief, legible, and spatially symmetrical.

Contributions

  1. Arena layout — five blockout iterations to tune scale, sightlines, and center pressure.
  2. Movement-first traversal — verticality, ramps, and no sharp corners to preserve speed.
  3. Lighting language — color-coded zones for spawn, lower level, and the central arena.
Chapter 01

Initial Guidelines

Early layout sketch

Early arena sketch

Four rules for the arena

Before the first blockout, I locked a short list of constraints that the level had to serve — movement came first, and every geometry decision had to read against these rules.

  1. Ample vertical spaces — multiple ways to move up.
  2. No sharp corners — accommodates high movement speeds.
  3. Symmetrical maps — balanced, competitive play.
  4. Edges that punish — knockback and jumps can send players off.
Chapter 02

Design Iterations

1st blockout top 1st blockout 3D

Blockout 01 — top view and 3D

01 · First blockout

Exceeded the optimal size for a 2v2 — corridors were too long, and first contact took too much dead time. Sightlines were dominant over movement.

2nd blockout top 2nd blockout 3D

Blockout 02 — reduced scale

02 · Second blockout

Scale came down, but the geometry pulled players toward the center by default — flanks went unused. Needed a reason to leave the middle.

Alpha 3D

Blockout 03 — metrics-driven alpha

03 · Metrics & alpha

Introduced blockout metrics — standard cover heights, ramp angles, and corridor widths — so every pass could be compared against the same baseline. Spatial flow tightened up fast.

Beta 3D Beta alternate angle

Beta — brutalist concrete pass

04 · Beta & final

Adopted a brutalist concrete style. Heavy masses frame movement lines and make the map read at a glance — the player always knows where up is, and which wall to wall-ride.

Chapter 03

Lighting Rules

Blue spawn Orange spawn

Blue and orange team spawns

Spawns — read instantly

Each team spawn is lit in its signature color. No text, no HUD — a player dropped in mid-match can locate themselves by wavelength alone.

Red lower White main

Red lower level · White main areas

Zones by temperature

Red marks the lower level — a riskier flank. White covers the main arena, where fights resolve. The switch in temperature tells the player where they are without ever leaving the first-person view.

Next · 11 / 15 Epitaph 1997 — LD →