Project Summary
The goal of this project was to create a capture the flag level using Unreal Engine for Fortnite. This consisted of 3 phases: planning, greyboxing, and arting the level. I chose to do a pirate setting located in a port, where two rival pirate gangs attempt to steal the others treasure. This level is designed for 3 vs 3 gameplay, the goal being to steal the other's treasure (flag) more times than the other team. Each team has an identical layout, but for comparison sake, half of this level remains in a greybox state while the other has been fully arted using a kit bash of Fortnite assets.
Level Flythrough
Level Screenshots
Level Design Document
Greybox Comparisons
Spawn Area
The original design for the spawn area featured 2 pirate ships, where players would leap off the deck into the water as if they just docked at the port. After testing with players, I realized that having large ships at spawn distracted the player and reduced their sense of direction, as there were multiple other boats and sails around the map. To simplify this, I turned the spawns into pieces of a ship's hull that have been broken and stuck atop rocks.
Flag Area
The flag area is the most important area in the level, as it holds the main objective for both teams and is always going to be the most contested point. In my greybox, I tested having the flag on a pedestal that would add extra challenge to players taking it. This proved to add too much extra difficulty and clutter for both teams. Shown above I removed the pedestal and also simplified the cover within the area to add challenge through it's gun play and not it's traversal.
Upper Level Area
This area contains the flag return point, making it also very pivotal. I received great feedback from players regarding the wooden plank feature, but also that many had trouble locating the return point for the flag. I modified how the sails guided players, using them now for both the plank and the return point. This enhanced player navigation while also fitting better with the structural pirate themes.
Market Area
This market area is designed to stand out from the rest of the map, offering cover to players who use it and leading them directly to other players. To further distinguish this area and add narrative to the level, I turned this alleyway into a pirates market featuring stalls and living areas. Players use this area very frequently to reach the center ship. Having visual narratives that represent the level's story adds an extra layer of immersion while they do so.
Right Flank Area
Offering a safer but longer route to the enemy base, the right wing serves to provide players with cover while having a clear view of the midpoint. Originally, I had wooden crates that provided a platform for players to jump to and from. After testing it was clear players were too focused on reaching the midpoint to worry about platforming on the crates, and the risk of missing them was far to great. To address this I changed them into a small sand bank, directly connecting the base to the broken hull. This resulted in much more use of this flank.