top of page
BLR-title.jpeg

BLACKLIGHT: RETRIBUTION

Zombie Studios

Level Designer

(Playstation 4, PC | F2P Multiplayer FPS)

April 2012

  • "Helodeck"

  • "Decay"

  • "Metro"

  • "Evac"

  • "Containment"

  • PvE Systems Design

Blacklight: Retribution: Products

PVP LEVEL DESIGN

Blacklight: Retribution: Text

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

Blacklight: Retribution: Text
Blacklight: Retribution: Work

"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

Blacklight: Retribution: Text
Blacklight: Retribution: Work

"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

Blacklight: Retribution: Text
Blacklight: Retribution: Work

"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

Blacklight: Retribution: Text
Blacklight: Retribution: Work

"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

Blacklight: Retribution: Text
Blacklight: Retribution: Work

"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

Blacklight: Retribution: Text

"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

Blacklight: Retribution: Testimonials

PVE SYSTEMS AND LEVEL DESIGN

Blacklight: Retribution: Text
Blacklight: Retribution - Centre Onslaught Gameplay
Blacklight: Retribution - Shelter Onslaught Gameplay
Blacklight: Retribution: Video Player

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

GuyNamedErick

Blacklight: Retribution: Text

"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."

IGN

Blacklight: Retribution: Testimonials
Blacklight: Retribution: Text
bottom of page