Out of Ammo
Level Designer | FPS Open Map
Summary
This project was Initially created as a challenge to successfully finish an open world FPS. But it turned to be too much for the time and it became an open map.
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The player objective is to kill all the enemies present in the ancient village. To reach the objective he has guns, but without stock ammo, the only way to take other ammos is to kill enemies that may drop guns.
Project Details
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Project done in 4 weeks
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Created using Unreal Engine 5
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Focus on creating good open map design
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Scripting the health and damage taken for the AI
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Softwares used:
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Photoshop, Figma, Google Docs, UE5
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Unreal packs used:
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Low poly shooter pack​
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Stilyzed Eastern Village
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Overview




Pre production
Planning
Before creating the level layout I took into consideration different questions that help me to figure out the level as a whole.
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Then I did a flowchart to expose all the action that the player can do in the level.
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I've built a gym to take into consideration all the metrics that I had to use when I was going to build the level.
Bubble diagram
After all the planning I created a bubble diagram to get a sense for which areas the level will have, how they connect and how the player will flow through the level. It also helps to figure out where some events will happen.

Top Down layout
After the Bubble diagram I've built a top down layout, a more detailed version of the bubble diagram that gives a more accurate image of how the entire level will look and connect. It even shows the heights of the entire world

Reference gathering
I started by collecting images of real asian villages and temples and continued to bring in some more structures that included asian architecture. These references helped me compose the spaces and roots to lead the player.

City biome Layout
When the top down layout is complete I go in more details in the micro section of the map. This one is the City biome (the one in red).
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Unfortuntely is the only one present in the videos cause we had to cut the two bigger areas cause of time and I readjusted the biome to be an open map as intended.
Gym
Before going to build the blockout/level I made a gym where I could try all the mechanics and movements to take the right metrics.
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I could also try all the enemies to make some cover or interesting path that could give the player interesting gameplay moments.

Thoughts
This project was very challenging cause was the first time I've approached an FPS and there was so much to play with blueprints and metrics. With this project I could increase my Design, Blueprint, and management skills.
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What went good?
I am pretty satisfied of what went out, the ambient is good looking, and the lighting fits very well in my opinion for that type of map.
Speaking of Design, I'm proud of how I managed the problem of the poor time we had and how I readjusted the map. Every encounters fits many approaches and doesn't stop the player exploring the map and finding some rewards.
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What went bad?
Surely the project was an overscope for the estimated time.
I'm not so proud of how the enemies are and act, I should have worked more on that, even on the drops, they're not managed very well.
