Designing a Multiplayer Level from Blockout to Playtest

// Reading Time: 6 minutes A case study documenting the blockout, iteration, and playtesting process behind Cairo – an early multiplayer map for the unreleased project, Last Round. This post focuses on readability, pacing, and responding to feedback while designing a competitive level in Unreal.

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SENTRY – Devlog 3

// Reading Time: 4 minutes In this third devlog, I showcase the first major update to SENTRY, featuring new enemies, weapons, deployables, significant map changes, and a new campaign!

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