BLACKLIGHT: RETRIBUTION
Zombie Studios
Level Designer
(Playstation 4, PC | F2P Multiplayer FPS)
April 2012
"Helodeck"
"Decay"
"Metro"
"Evac"
"Containment"
PvE Systems Design
PVP LEVEL DESIGN
Level Design Responsibilities
Whiteboxed new map layouts
Iterated on whiteboxed maps based on playtest feedback
Assisted in level decoration
Placed and balanced team spawns
Placed and balanced objectives for all supported modes
Optimized pathing
"Helodeck"
I designed Helodeck as a small and chaotic map, with quick action for players who want to jump in and fight. It is mostly CQC, with a few open areas in the opposing hangars to provide more room for medium-to-long range combat. The upper area works well in objective-based game modes, where the higher ground quickly becomes the point of contention to provide a strong vantage point for players.
Additional contributions
Level Art: Terry Hopfenspirger
"Decay"
With the success of Helodeck, we knew the community wanted another close-quarters map for that same high-intensity experience. I envisioned two dilapidated apartment buildings in very close proximity to each other for a claustrophobic arena. The main gameplay beat I worked to achieve was encouraging players to jump between buildings in the middle of gunfights, with highly-contested objective points and high-scoring CTF. This level is extremely chaotic, but with more room to breathe than Helodeck.
Additional contributions
Level Art: David Sursely
"Metro"
Metro takes place in a long-abandoned transit station that has been occupied by the military as a storage facility. I designed the ancillary tunnels as tight quarters for CQC players, while the main tunnel offers some longer sight lines for the snipers. The service tunnel connecting the bathrooms beneath the station acts as a flanking route, as well as safe passage from the chaos of the tunnel above.
Additional contributions
Level Art: Steve Holt
"Evac"
My design goal for this map was to create a space that felt very open, but still offered a number of safe routes throughout the level. The visual theme was inspired by the earlier scenes in the film “I Am Legend.” We attempted to capture the feeling of the aftermath of a failed evacuation, with cars rammed into each other in a panic heading toward the decontamination area and helicopter landing zone. With a mix of longer sight lines from the sniper towers and medium-range areas in the shopping center, this level complements various styles of play.
Additional contributions
Level Art: Steve Holt, David Sursely
"Containment"
Containment was designed as a mix of open-air sniper gameplay, CQC and stealth routes to flank enemies. The skybridges and convention center courtyard facilitate long-range battles, while the loading dock, parking garage, subway entrance and maintenance tunnels offer plenty of cover and opportunity to get up close and personal in battle.
Additional contributions
Level Art: Terry Hopfenspirger, David Sursely
"This is not only a great example of a professional and credible free-to-play game, but it's also one of the best first-person shooters I've played. I am quite serious when I say that, too. This game is a serious FPS contender…"
Destructoid
PVE SYSTEMS AND LEVEL DESIGN
PvE Systems Design
I led the prototyping and design of Onslaught, Blacklight’s co-op horde mode. Onslaught sees players facing off against ten waves of increasingly difficult enemy types, while requiring players to manage objectives during the match. I created custom maps, enemy types and AI behavior, as well as a new Onslaught-specific rewards system based on tokens dropped by enemies.
Responsibilities
Scripted wave progressions on all difficulties
Balanced enemy waves that scaled based on the number of players
Designed unique enemies, including weapon loadout balancing and AI behavior
Balanced unique currency drops and economy
Designed level layouts for “Centre” and “Shelter”
Assisted in level decoration
Additional contributions
Level Art: Terry Hopfenspirger, David Sursely, Steve Holt
Video credit
"While not without flaws, Blacklight is a good option for anyone looking for a new competitive shooter. Great shooting mechanics and deep customization options make for an addictive combination, and its free-to-play model makes it easy to jump into with no upfront cost."