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Map Overview

Jukebox

Jukebox is a 2v2 Team Deathmatch Map designed for a First Person Shooter game, blending strategic mid-range engagements with intense close-quarters duels for fast-paced combat.

ROLE:
Level Design  

TOOLS USED:
 Unreal Engine 4,
   Figma, Krita     

TEAM SIZE:
Solo Project
             

DURATION: 
2 weeks

  GENRE:
First-Person Shooter, Online Multiplayer

DESIGN PROCESS

Design Stage
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Pre-Production

  • I start my process by setting a theme for the map - a neon-lit nightclub. From there I gather reference images to create a moodboard.

  • I find setting a color palette extremely helpful when I create map blockouts, as it differentiates various textures effectively and brings visual hierarchy

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Initial Floorplan​

  • I knew I wanted to include a dance floor for this map. To add verticality and provide strategic positioning, I created a balcony area.

  • Linking 2 spawn points, the balcony serves as a neutral area that needs to be contested, I played with different setups to truly ensure fairness. 

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Map Size & Mechanic References​

  •  I conducted research on 2v2 deathmatch maps in games like COD and CSGO to determine optimal map size. I decided to create a 40m x 55m map, ensuring fast-paced gameplay with each round lasting less than a minute.​

  • If both teams are not eliminated within the round's timeframe, there will be an overtime capture zone where the teams must fight to death!! on the dance floor!!!

BLOCKOUT PROCESS

Blockout Stage
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Team 1 spawn

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Setting Team Spawn Points​

  • T1 & T2 are the locations of team spawn points. The red & green boxes signify the map control both team has as they spawn. 

  • The balcony includes a long hallway with stairs on both sides that leads players to the lower dance floor. As a neutral contest zone, the staircases become a great chokepoint at the start of the round.

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Team 2 spawn

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Pathing Flow​

  • Ensuring fairness is crucial, therefore I like to create a pathing flow map to help me visualize player movement patterns, and ensure strategic routes and chokepoints are well-distributed.

  • Yellow and green indicate team paths, while purple arrows show quick drop-down routes. I altered several object placements to prevent any team from having an inherent advantage due to the map layout.​​

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Blockout Stage Final Placements

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Polish Stage

POLISH PROCESS

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Renovate Asset Packs​

  • Since this is a solo project, I am using models from the marketplace and free assets (asset list at the bottom page).

  • But first, I like to create custom materials based on the original. This process allows me to create color variants for those models to match my ideal color palette. â€‹

Models Implementation

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LIGHTING

As the models were being placed, I noted down the vibes I wanted for lighting!

  • Subtle ambient lighting and dim tone mimic the low-light environment typical of a vintage club.​

  • Touch of vibrant neon!!! These distinct, glowing colors will create focal points and guide the player’s attention.

Dancefloor - Before

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Lobby - Before

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Bar - Before

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Balcony - Before

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Dancefloor - After

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Lobby - After

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Bar - After

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Balcony - After

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ASSETS USED

Multiplayer FPS Template - Unreal Engine 

- player controller

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​Unreal Engine Marketplace - "Night Club"

- models, materials + textures 

​Unreal Engine Marketplace - "LP Generic Prop Set 02"

- models

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