


REAPER's PEAK


Goal
Create a tight Unreal Tournament deathmatch level built around fast movement, verticality, and constant player engagement, while introducing a more traversal-focused flow than traditional UT arenas.
Process
Planning
At the start of development, I had to define the type of level I wanted to create, particularly how combat would play out and what role movement would have in shaping engagements and player flow.
Reference Driven Design
For this level, I analyzed movement and flow patterns from first-person shooter levels I found effective, drawing on games such as Tribes: Ascend for its emphasis on fluid traversal and Team Fortress 2 for its clear and readable visual design, and adapted those ideas to align with Unreal Tournament’s pacing. My goal was to create a layout that would feel immediately traversable to experienced players while remaining easy for new players to learn.
Prototyping
When creating the level prototype using Unreal Engine 4 BSPs, I prioritized simple, readable shapes that clearly communicated the central idea of the level. I focused on how the level felt during movement and testing before introducing any final assets.
Result
All of this came together to create a level that fits within Unreal Tournament’s fast-paced, movement-driven combat, while placing greater emphasis on traversal and vertical control. Through this project, I refined my approach to player flow and combat pacing, balancing readability with a dynamic, constantly shifting play space.
Playthrough - DeMO






