RING CITY
CHAMPIONS
RCC is a 3v3 Online third-person character shooter game where players compete to shoot the energy ball into the other team's goal.​
ROLE:
Level Design, UI, UV & Texturing
TOOLS USED:
Unity, Figma, Blender
TEAM SIZE:
12
DURATION:
2023.9 - 2024.4
GENRE:
Tactical Third-Person Shooter, Online Multiplayer
MAP SETTING
2500 years ago, the living conditions of Earth became nearly uninhabitable due to toxic air. Many fled this place, relocating to the artificially constructed space station - Ring City. This bustling city has given rise to a brand new form of entertainment — Ring City Overdrive — the blood sport where athletes put their lives on the line for a chance to win great fame and fortune.
Ring City Colosseum
is a luxurious, gambling-themed Battle Arena built for these athletes to compete in.
This map features 2 team's goals, 4 capture zones, and the Center Dice Stage.
early level block-out
DESIGN PROCESS
References
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Since the game has a goal-scoring sports element, I was inspired by football and soccer arenas.
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The center dice rolls during the game, activating the corresponding zone. There are 4 sites that the team can capture to win buff.
Initial Floorplan
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To ensure fairness, I decided to a symmetric Arena. I played around with different shapes and landed on design 4.
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​However, surrounding each capture zone should have different terrains to include verticality and pathing flows.
Differentiating the Zones
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Each zone has a unique theme, built to represent sponsors from all over the world.
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To help the players better recognize their position on the map, I decided that each zone should have distinct color palettes and decorations.
MAP WALKTHROUGH
#1
GOLDEN MIRAGE
The 1st capture zone is sponsored by the Golden Mirage - a museum that is celebrated for its luxurious ambiance and historical trophy collections.
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This zone has a blue color palette, featuring many trophy showcase cabinets, fancy glass work, and posters of past Ring City Override champions.
BLOCKOUT
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My blockout process always starts with finding a focal point structure that fits the theme to build around. These big trophy display cases work great regarding shooter games' "ring around the rosy" mechanic.
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I chose to locate the capture point on the second floor - easier high ground + faster access for the further away team, but multiple flank routes for the closer team.
TEXTURING + LEVEL IMPLEMENTATION
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As I texture models and populate the area, I made some adjustments that I thought fit - adjusting the arrow decals on the walls and floor to better lead the players' eyes towards the capture point.
#2
LEAFLINE
The 2nd capture zone is sponsored by Leafline - a bio company that focus on ecological plantation sustainability and food production.
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This zone has a green color palette, featuring many bio tanks - flourishing with diverse flora.
BLOCK-OUT ​
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When I first blocked out this zone, most obstacles were half-height, allowing players to crouch and hide.​​​
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After playtesting, I realized that the site needed more cover options for tank players bc bigger character models.
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This inspired the idea of incorporating a large tree tank that spans two floors!
Texturing
#3
QUANTUM-SPHERE
The 3rd capture zone is sponsored by QuantumSphere Tech -
a company that focuses on weapons manufacturing.
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This zone has a red color palette, featuring cutting edge technologies and advanced weaponry.
Blockout​
Texturing
#4
SOLARIS
The 4th capture zone is sponsored by Solaris - the primary electricity supplier company of Ring City.
Early Concept
Blockout