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Gridlock District
First Person Shooter
Inspired by Call of Duty
Introduction
Modes
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Team Deathmatch
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Domination
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Capture the Flag
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Search and Destroy
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Free-for-all
Breakdown
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Time: 1 Week
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CGMA Week 01
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Unreal Engine 5
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Level Design
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Blockout/ Whitebox
Cover
Cover is strategically placed using elements like boxes, food carts, and benches to provide solid protection while allowing players to push forward without becoming overly exposed


Lines of Sight
I designed the environment with intentional lines of sight that support both long-range and close-quarters engagements, allowing players to adapt their own playstyle based on positioning and weapon choice
Choke Points
I incorporated choke points into the level to create moments of high tension and force strategic decision making, encouraging players to either contest these areas or find alternate flanking routes

Design Techniques
Overview
2-D MAP

IMAGES
Key Locations
Market
The market was designed with a mix of concealment and cover, allowing players to close the gap on opponents while staying mobile.
The layout supports both short and long range engagements, making it a versatile combat space.

Ramp
The ramp supports medium to long range engagements, giving teams opportunities to either hold or push key flank routes.
Its staggered cover offers multiple angles of approach, encouraging varied tactics when pushing or defending the area


Alley
The alley serves as a high tension, close quarters combat zone that offers a fast and intense route to the other side of the map. While also providing access to the "Shops".
This area provides the quickest path across the map, but it also exposes players to ambushes
Crater
Designed to break up sightlines from "Market" "Crater" provides cover and concealment that enables flanking or forward pushes.
It accommodates multiple engagement ranges, making it a key transitional space for shifting momentum.


Shops
Shops is a close quarters combat zone that offers valuable high ground overlooking both "Vendors" and parts of the "Alley."
This elevated position makes it ideal for holding power angles and maintaining map control.
Vendors
Vendors offers solid cover from "Shops" and creates opportunities for long range engagements against players flanking from "Crater"
It also provides close quarters combat with enemies approaching from "Ramp" and "Alley"

Pre-Production and Reflection
References
I used a variety of reference images of Asian city streets and architecture to guide the design of this level. The dense layouts, layered buildings, and unique structural elements helped shape the environment. Tight alleyways, narrow staircases, and open streets were key features I pulled from these references to create a space with varied pacing

Reflection
This was the first official level I’ve ever created, and it came with a valuable set of lessons. One of the biggest challenges I faced was learning how to work with proper scale and proportion. The areas ended up feeling too large, which I’ve come to understand is a common beginner mistake. Through this process, I also learned how effective blockouts can be in communicating the theme and intent of a map, even before detailed art is added.
Goal - At first I wanted to create a level that would be used in a linear single player story game. As I started creating the blockout I quickly realized that I wanted to create a FPS level instead. I wanted to create one that felt like it was meant to be played in a game such as Call of Duty. I wanted to create various flank routes, verticality and areas where the player could have long range and close range engagements.
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