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Level Design · 11 / 16 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 dominated 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, so the 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. With one baseline, every pass could be compared directly. 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, the 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.

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