top of page

Unreal Tournament: Suffuron Bridge

This was the first project that I designed and built in 2017 and I have recently gone back in early 2019 and under limited time revamped areas that I believed were lacking, My document process has greatly improved, and my use of meshes as well. I have updated both to bring this project closer to the rest of my projects quality wise.

LDD Download

Mod

Sufferon Bridge

Sufferon Bridge

Design Process

  • Started by deconstructing other unreal tournament maps 

  • Drew paper maps based on conclusions from the deconstructions

  • Used 3ds max to quickly build out a blockout of the space and imported it into Unreal

  • Building off the blockout I developed the white box gameplay space 

  • Playtest with a group of my peers to ensure flow and fun

  • Iterated based on the feedback received during playtest

  • Playtested again to check my iterations

  • built out the aesthetics and lighting 

  • Realese to market

Production Screenshots

Maps

Maps

Post Mortem

  • Deconstructing and knowing what you are building toward helps with the initial design 

  • Always build on the grid and use snaps 

  • If in doubt or if you cannot figure something out in 15 minutes it is best to ask for help

  • Symmetry is easy, interesting symmetry is hard.

Game Engine: Unreal Engine 4: Unreal Tournament Kit

 

Development time: 6 weeks

 

Design Goals: 

  • Simple space

  • Good flow

  • Circular pathways

  • verticality 

  • Visually pleasing

 

Summary:

This project was a Capture the flag multiplayer map that accentuates vertical flow opportunities. My design was to allow the players a combat space that allowed for fast pace, and tight engagements that allowed for smart plays and maneuvers. My process was to draw out the idea on paper, then translate that to a 3d model in 3Ds Max for scale and flow, then translate that model into Unreal Engine 4 with their Unreal Tournament Assets. I playtested with peers along the way to ensure that my design goals were being met. the feedback from the playtests was positive and allowed me to make smart adjustments such as a hole in the wall facing the bride that allowed an additional entry point for attackers. 

Before and after screenshots

                         (hover over images)

Process Screenshots

Production Screenshots

I build cohesive, engaging worlds that bring the players into the games.

I strive for excellence in my work and my team.  

  • linkedin

©2019 by Harrison Baumann

bottom of page