Map design

Designing the map
To improve the development process efficiency and ensure even workload distribution among team members, the overall map design was divided into three layers. Each layer was assigned to a different member of the group, allowing multiple sections of the map to be developed simultaneously rather than sequentially. I was responsible for designing and implementing the third layer of the map, while the other two members focused on the first and second layers, respectively. This approach significantly accelerated the production timeline by enabling parallel development and reducing bottlenecks that might have occurred if a single person had been responsible for the entire map.

Layer 3
The design of the third layer focused on creating a visually distinct and engaging environment by combining a futuristic laboratory with a UFO interior. Building on the foundations established in earlier layers, this section introduced a more advanced, technological setting, featuring metallic surfaces, neon lighting, and interactive elements to enhance immersion. The lab area was designed with clean, structured layouts to reflect a controlled scientific environment, while the UFO section incorporated more unconventional shapes and lighting to create a sense of mystery and contrast. Using tools within the Unity Editor, assets were carefully arranged to maintain consistency with the overall map while still allowing this layer to stand out. The result was a cohesive yet visually dynamic level that expanded the game’s atmosphere and provided a natural progression in both design and gameplay.
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