Unreal Tournament Whitebox
I created a whitebox for a CTF level in Unreal Tournament 4. The design went through many stages of planning and iteration before the final result was reached, beginning as a deathmatch map set in a forest and ending as a CTF map set in a long forgotten cave.

The map is asymmetrical, with the two halves being differentiated by two distinct styles - robotic and medieval. the styles appear cohesive because they are both extremely weathered and derelict, pointing to a long and forgotten history.

Many considerations were made to influence how players would move around the map, ensuring they were always able to find an enemy player to engage with and enough gear to make that engagement fun and dynamic.

I wrote a blog post alongside the project to explain the design decisions and to document the improvement of the map over time. It covers all the way from the initial node maps and plan view blockouts to the final whitebox.
Level Design Blog capture
