
THE SURVIVORS
Loading image, please wait..
Roles:
-
Technical Level Design on a massive online multiplayer game
-
Creation of a 100 player Battle Royale map, working together with a team of 6 level designers
-
Design & concepting of various areas of the map
-
Creation of landscape and various Points of Interest (villages, bandit camps, outposts, etc..), using Unreal Terrain tools, BSP Brushes and art assets from our team
-
Set dressing (props & foliage) & Loot placement
-
Blueprinting procedural tools to speed up workflow of the team
Platform:
PC (Steam)
Engine:
Unreal Engine 4
Language:
Unreal Blueprints (C++)
Tools used:
Unreal Editor, JIRA, P4V
Duration:
10 months
(2017-2018)
Team size:
40+
Current status:
-
Published on Steam (closed alpha)
-
Servers online daily at 20:00 - 22:00 CEST
Game Description:
Welcome to the 19th century. The Survivors is an Arctic Western Battle Royale where you and 99 other gold hunters fight for a claim in the gold rush. Scavenge for equipment in the rough, unforgiving Silverspring County. The environment sets the pace; only storm eyes are safe from the raging storm, and bandits are out for your gold. Do you have what it takes, or will you be blinded by your greed?
Creating the Yukon Map:
-
On The Survivors, I was working with a group of 6 level designers to create the Yukon map
-
I was responsible for map tiles C2, C4, C5, C6, D4, D5 and D6
-
I also performed secondary iterations on tiles C1, D1, and D2
-
-
My work included: world and area concepting (themes, POIs), multiplayer level design & flow planning, landscape sculpting and painting (ice, snow, grass, mud, roads), creating all the buildings and other structures from modular assets, AI camp placement, prop placement (set dressing), and foliage placement (forests, bushes, grasses, etc)
-
I also created one of the hero pieces in our game: the Lumber mill on C4
-

World design trailer:
-
The world design trailer shows some areas I created, such as the lumber mill and a house interior
If GIF fails to initialize, please right click > reload frame or refresh the page

Points of Interest:
-
The following screenshots show the biggest Points of Interest I designed and created across all tiles


Technical Design / Blueprinting
Blueprinting work
As a technical Designer, I helped improve the team work flow by creating some tools in Unreal Blueprints
-
I created a "cheat tool" for level designers, allowing faster movement, teleportation, spawning weapons, etc
-
I made a "metrics tool" for character balancing, making for easy tweaking in-game
-
Created a procedural spline asset spawner for set dressing, such as to create walls, railways, or fences
-
Finally, made a procedural area spawner for set dressing, which randomly spawns props from an array in a radius
If GIF fails to initialize, please right click > reload frame or refresh the page

If GIF fails to initialize, please right click > reload frame or refresh the page

Images: Example of procedural set dressing tools I created
Blueprinting Document
For school evidencing purposes, I made a document describing my process of developing and iterating on the two procedural set dressing tools that I created. It can be found at
https://drive.google.com/file/d/1VSnaZZyQI_7ZywwAhKuG3emhZfeRPI8h/view?usp=sharing

Level Design - Design Documentation
Lumber Mill - Design Doc
https://docs.google.com/presentation/d/14IjnXc6GkdEWgCNrkkrhIQ4v50Sz6ZkFQamMJLXY2O0/edit?usp=sharing
All tiles - Sketches & Reference
https://docs.google.com/presentation/d/1TksimqMZQ3YD0EI8BRTKTnog3YtnsK7AHIxoEJxr8Ww/edit?usp=sharing



















































