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Altissia Level Design

FFXV PvP Level Design: Image

Industry Portfolio Design

This module asks us to design and create either an Artefact (Prototype) or a Design Document in line with the given Specifications and themes. The theme for this module is Modern Day Sword and Sorcery and 80s Power Ballad with emotional intelligence.

FFXV PvP Level Design: Text

One Page Design Document

One Page Design Doc
FFXV PvP Level Design: Image

Development Progress

From Planning to Production

FFXV PvP Level Design: Portfolio

Pre-Production

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FFXV PvP Level Design: Image

When starting with the design of this level I initially focused on the main water feature of the map as I thought this was the most interesting part of the source material (Altissia – FFXV) I could use. After I got the feel of this right I started to work on the centre of the level where the water surrounds the raise circular platform, I wanted this area to be dangerous area to attack, however it would be crucial to win the game.

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After a few iterations and this was solidified I planned where the spawns would be and how the player could leave their spawns, after doing some research on For Honor and other similar games I looked at how I should design my map.

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After looking at the mood boards I created I started drawing different building shapes and experimenting with how different areas would flow and work with the desired gameplay. In this time, I also chose where the other two capture points could be, the placement of these also would allow the player to use the right side of the map to rush the enemy spawns.

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After the completion of the lanes in the maps I then planned where the stairs would be in each of the buildings.

Subsequently, I started to look over the map and planned how areas would look/play in game. Once I was happy with this and after a few iterative changes I started to build the level in Engine.

FFXV PvP Level Design: Text

Production

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FFXV PvP Level Design: Image

When I started the Production of this module, I originally just wanted to get a feel of the level and so I started by blocking out using UE4 Brushes. This helped a lot as it gave me a view of how the level could look and how it would flow (outside wise). After iteration I started to build out the inside of levels using BSP so I could get the feel of how they would flow inside as well as how it could look.

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After I completed this I used the Blocking Starter Pack to go over what I had completed with Brushes, this made it so the walls would now be modular which helped change areas that needed to be changed much easier.

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This modular approach allowed me to easily tweak the inside of buildings and even make larger changes such as filling a stairwell and opening a wall as a new entrance.

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I then started to focus more on the Post-Processing and lighting side of production. For this I wanted to replicate the same feel that was given from Final Fantasy XV, and so I focused on bright post-processing and bloom. I think with a large art pass the level could have really came to life.

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Finally, after more and more iteration on the level the final screenshots below show what the level is in this state, please take time to have a look.

FFXV PvP Level Design: Text

Final Screenshots

FFXV PvP Level Design: Text
FFXV PvP Level Design: Pro Gallery
FFXV PvP Level Design: Image
FFXV PvP Level Design: Image
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