Case Study 01 : Learning the Fundamentals of Multiplayer Level Design
01 - Background
During my internship, I was assigned to create a slum-themed & Japan train-themed environment for a third-person multiplayer shooter. As my first professional level design project, it introduced me to the fundamentals of creating playable spaces that balance gameplay, navigation, and environmental storytelling.
02 - Objective
Design believable urban combat environment that supported player movement, combat encounters, and spatial readability while maintaining the visual identity of a dense slum setting.
03.01 - Learning - Environment Scaling
One of the earliest lessons I learned was the importance of scale in level design.
I studied the relationship between player dimensions and the environment to ensure spaces felt believable while remaining functional for gameplay. This included adjusting road widths, alleyways, cover locations, room sizes, and traversal routes to support both movement and combat.
03.02 - Learning - Architectural Design and Spatial Planning
The project introduced me to the challenge of translating architectural concepts into playable spaces.
I learned how building proportions, entrances, corridors, stairways, and sightlines directly affect player behavior and combat flow. Creating an environment that feels realistic is important, but gameplay readability and player experience must remain the priority.
03.03 - Learning - Navigation and Player Guidance
A major focus was understanding how level layouts influence player movement.
Through the placement of landmarks, environmental composition, and route planning, I learned how designers can guide players naturally without relying heavily on interface elements. These principles later became the foundation of my approach to level flow and exploration design.
03.04 - Learning - Environmental Storytelling and Set Dressing
Beyond gameplay functionality, I explored how environmental details contribute to world-building.
Through prop placement, environmental wear and tear, and visual composition, I learned how set dressing can communicate the history and atmosphere of a location. Even small details can help players understand a space and reinforce the intended experience.
03.05 - Learning - Lighting and Visual Intent
The project also introduced me to the role of lighting in shaping player perception.
I experimented with using lighting to establish mood, highlight areas of interest, and influence player attention. This experience later became particularly valuable when working on horror environments, where lighting plays a critical role in building tension, directing exploration, and controlling what information is revealed to the player.
04 - Reflection
Looking back, this project marked the beginning of my level design journey. While the environment itself was relatively simple compared to my later work, it taught me the fundamental principles that continue to influence how I approach gameplay spaces, visual communication, and player experience today.