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Anchor 1

​Engine

UE5

role

level

team

people

​production

weeks

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For this project, we designed a boss for a PvE mode in a PvP shooter, combining core PvP elements into a 4-player co-op experience. The focus was to showcase new character abilities and mimic effective PvP tactics. We selected Overwatch heroes to prototype (Genji, Ana, Soldier 76, Zarya), and designed the boss’ (Reaper) abilities to encourage teamwork and align with PvP-inspired strategies.

Reaper’s ghost form and teleportation influenced the design of the map. The goal was to create a space that amplifies his strengths while providing players with tools to counter his ambushes.

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ZS.png
zarya
Soldier
Ana
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Genji
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Vertical Layouts: Platforms and elevated areas allow Reaper to teleport into advantageous positions

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Centralized Areas: The map’s core zones, inspired by the “Oasis” map, ensure visibility while giving Reaper opportunities for surprise attacks

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Health Pack Placement: It encourages players to move frequently and think tactically

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Ambush Opportunities: Chokepoints and hidden paths support Reaper’s ambush style, while still giving players a chance to anticipate and respond to his attacks

9m-high platforms that fall just below Genji’s 10m jump limit.  A central point connects the buildings, allowing Genji to dash seamlessly and avoid the low ground entirely.

 Open spaces with see-through cover and interconnected pathways ensure effective positioning for mid-range and tank heroes.

ana ( sniper, healer)

Elevated vantage points with clear sightlines give opportunities to snipe and heal effectively, while well-connected staircases and doors allow her to reposition quickly.

I researched Overwatch maps to see how layout affects movement and combat, focusing on things like high and low ground, chokepoints, and visibility. I studied Reaper’s abilities to make sure the level design would challenge players while fitting his style. Looking at Hero Mastery mode helped me understand how they made levels specifically to fit the abilities of each character.

retrospective

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Designing for a game outside my usual genre was a valuable learning experience. I had to do a lot of research to understand the mechanics and create levels that felt intuitive and fun. I focused on movement flow, verticality, and combat spaces that felt natural for players. The toughest part was adapting my designs to suit the game’s style. It required a lot of iteration and feedback to get it right. In the end, this project taught me how to adapt quickly, think from a player’s perspective and design outside my comfort zone.

REYNTERU@GMAIL.COM

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