Territory Control and Gameplay layers
One of my first tasks at Offworld Industries was to prepare the territory control game mode for launch. By this point, the game systems had gone through several playtests and its functionality was proven for launch. It was my responsibility to implement the game mode onto existing layers.
Gameplay Layer Work
After the release of V-14, I began work on the production of several gameplay layers. In order to explain my work clearly, I’ll describe what gameplay layers are.
In Squad, Maps are designed to facilitate multiple types of game modes. These game modes are constructed using Unreal blueprints, rulesets, and code that are then overlaid on top of maps created by the level design department. The rulesets of each game mode differ but they are usually executed through the use of invisible collision volumes that are used to determine who controls what capture points. I was tasked with revising the blueprints of these game modes and creations of new ones.
In order to better understand these game modes, I spend a lot of time in editor and in game learning how gameplay layers are set up. Afterwards, I was assigned several maps that needed new layers. I reviewed the design of the maps and then drafted pitches for gameplay layers using photoshop. My lead then provided critique followed by approval of the layers. Afterward, the layers were constructed in the editor, tested for functionality, and finally handed off to QA for testing.
Here is a list of the gameplay layers I’ve designed
In addition to the creation of new gameplay layers, I was responsible for the implementation of the BMP-2 and BMP-1 ZU-23 Anti-Air Variant across the following layers