// 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. These articles explore design intent, iteration, and practical decision-making across single-player and multiplayer environments.
