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  • Writer's pictureChris Allender

Multiplayer Level Design and Mechanics

Making a Map That Feels Strategic and Welcoming


Hello Spectator, and welcome to the Super Nova Stadium! I am one of your eleven hosts, Chris. I have been working on making the multiplayer levels which our contestants, the players, inhabit. When making a game that is primarily focused on the interaction of player vs. player gameplay, I needed to make a map that is adequately fitting and functional to the mechanics of our game. The visuals and descriptions are of a work in progress build of the game and elements are subject to change.

Our game’s main focus is to eliminate your opponents by bouncing plasma projectiles off of walls to win the match. The arena that was created had this mechanic in mind. Here you will see a prototype build of our map that was an initial draft from white board to game engine. Angles are meticulously placed to allow players to shoot and reach many other areas of the map.



The map was dimly lit and claustrophobic. The playtesters felt that it was dull and unfair at times.

The next version of the map has better developed assets and more refined level design. Some of the goals that I had when designing this new concept were to include zoned areas for easier map callouts, to create a larger map size, and to add movable wall patterns that make the map more dynamic.



The map still maintains that meticulous and careful placement of the walls but with a looser concept. The careful planning is contained within zones. That way, the map could have more open areas as well as the original tight, close quarters gameplay. The openness of the map created a freer feel and allowed for more light throughout.



Currently, the team is studying the impact of moveable walls to give players the chance to interact with different elements, fighting around and through zoned areas. Deployment of the walls is tied to match time.

For more information regarding the art of the map design, you can check out Ryan Kilmer’s post about Environment Design.

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