Cooper Yang
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VECT0R - Level Design

Level Designer
Arena Shooter FPS

Level Design Guidelines

- Ample Vertical Spaces: Players should have multiple ways to move vertically

- No Sharp Corners: Avoidance of sharp corners accommodating high speeds

- Symmetrical Maps: Ensures balanced, competitive play

- Falling Off Edges: Players can be knocked or jump off map edges

Design Iterations

Step 01 — 1st Blockout

Map exceeded optimal size, delaying enemy encounters.

Step 02 — 2nd Blockout

Reduced scale but insufficient obstacles; players gravitated toward center.

Step 03 — 3rd Blockout
Sketch

Introduced blockout metrics to refine scale.

Step 04 — Alpha

Refined layout with improved spatial flow.

Step 05 — Beta / Final
Beta main

Brutalist architecture aesthetic with refined layout.

Lighting Rules