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By designerdougm
On 24, Feb 2012 | No Comments | In Level Design | By designerdougm
Reactor
Developed for a senior seminar in game design course, Reactor is an Unreal Tournament 3 deathmatch map designed to upset the standard deathmatch paradigm by introducing a spontaneous element of a-symmetry between players.
The Goal
Create a standard Unreal deathmatch map and turn it on its head by creating a sudden shift in power that forces players to team up against one-another in order to survive.
The Project
- Two Weeks
- Unreal Tournament 3
- Game Design Seminar
- Disruptive Design Elements
- Self-Directed & Developed
The Vehicle
Limiting myself to Unreal’s existing rule set for accessibility purposes, the disruptive element I introduced was the Manta, a light, fast, hovering vehicle, generally fodder for larger vehicles. In Reactor, a small indoor map with no other vehicles the manta provides an opportunity for players to gain a substantial advantage over their opponents. The sudden appearance of the manta introduces an almost mini-boss like element. This spontaneous event creates moments of high tension, where players normally locked in a free for all must choose between allying against a common enemy, or risk using the chaos as a chance to rack up more kills for themselves.


The Aesthetic
Visually, the level as its namesake suggests, is set in a large industrial reactor, the far wall of the building is open via three large glass windows that offer a sweeping view of a water-born city. Occasionally a large power conduit outside casts bursts of bright light onto the the dimly lit battleground within. The high contrast environment and low lighting provides a setting that highlights the sudden appearance of the manta, whose large muzzle flashes draw attention to and create an imposing appearance.
















