Multiplayer in Shadows of Dawn will let you put your skills to the test in PvP while coordinating with your squads. Our goal is to blend fast paced action and strategical approaches by focusing our gameplay around player character builds. Designing the multiplayer maps is an integral part of making sure that resonates through the gameplay. To accomplish this I make sure to create maps that focus on objective zones and provide approach options for each playstyle. This way I create a balanced map. I've incorprated multiple chokepoints and flanks with varying covers and elevations to create variation throughout the map. While working on the layout, I kept in mind that this smaller version will fit together with other smaller maps to create a large scale level that exists within the Single Player world and our planned survival and extraction PvPvE modes. This new layout has been adapted from a previous version I had previously created before Shadows of Dawn underwent a direction change. I felt it was best to keep the premise of the map intact while making a more sustainable map for a multiplayer experience. The original concept was for a heavily realistic military simulation extraction shooter. I felt my original design lacked variety by relying too heavily on symmetry, featured too many unbroken sightlines and lacked real elevation changes for ranged players. My new design reinvigorates the playspace by separating our large scale 3D assets that act as focal points in their own centralized hubs housing the objective points on the map. This allowed me to break sightlines in strategic areas, offer elevation variances and provide flanking options to better balance each space. 
Updated Design
Initial Design

You may also like

Back to Top