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
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.
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.
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
​​
Team 1 spawn
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.
​​
Team 2 spawn
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.​​
Blockout Stage Final Placements
POLISH PROCESS
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. ​
Models Implementation
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
Lobby - Before
Bar - Before
Balcony - Before
Dancefloor - After
Lobby - After
Bar - After
Balcony - After
ASSETS USED
Multiplayer FPS Template - Unreal Engine
- player controller
​
​Unreal Engine Marketplace - "Night Club"
- models, materials + textures
​Unreal Engine Marketplace - "LP Generic Prop Set 02"
- models