// 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.
Category: Level Design
Posts focused on the craft of level design; including layout, pacing, readability, spatial problem-solving, and player behaviour.
