My Level Design Journey
On this page, I will provide a detailed account of my design approach.
FPS project team, you must watch this!
I used metrics to make the 3C similar to Call of Duty: Black OPS 6.
Well Designed Combat Area, path control, and Metrics
03
In the urban heart of Mesopotamia, a majestic castle stands surrounded by military encampments and dwellings, where people suffer under the tyranny of a despot. Players, as part of an assassin's guild, must give voice to the oppressed populace and weaken the army's influence.

05
This is a bustling commercial street, teeming with lively crowds and busy vendors, making it the perfect choice for a leisurely stroll. It also serves as a 9v9 multiplayer map, which can be segmented for 6v6 and 4v4 team death match or Search & Destroy.
The player wants to buy a flying machine, but the forge owner is stuck halfway up the mountain and needs help. The player sets out from the village to find the forge owner.
In the heart of a forgotten metropolis, Red Dust Alley emerges as a testament to post-apocalyptic survival and desolation.
https://steamcommunity.com/sharedfiles/filedetails/?id=3160999210






