ARMONI WILLIAMS GAME/LEVEL DESIGNER
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Prison Escape

Project Overview

Level design - Asset placement - Scripting 

Prison Break is a fast-paced multiplayer map designed for any deathmatch mode in Call of Duty: Modern Warfare 3. The map features a complex layout with multiple paths, short-range areas ideal for shotgun skirmishes, high ground vantage points for strategic play, ample cover for intense firefights, and long-range zones for snipers.

I designed the map to provide a balanced experience, encouraging both aggressive and tactical playstyles. Using Unreal Engine 5 and assets like the FPSMultiplayerTemplate. I focused on creating a dynamic battlefield where players can rack up high kill counts and outmaneuver opponents.​​
Design Goals
  • High-Intensity Combat: The compact map ensures immediate engagement with opponents after spawn.
  • Dynamic Movement: Multiple pathways promote strategic choices and fast-paced action.​
  • Prison Cell Routes: Offering alternative paths to outmaneuver opponents.
  • Detailed Navigation: Images provide inside and outside views of the cells for better map understanding.


Diverse Combat Scenarios
  • Balanced Combat: Designed the map to ensure all weapon types are effective for various playstyles.
  • Close-Quarters Combat: Focus on fast-paced, high-intensity encounters.
  • Medium-Range Engagements: Versatile combat opportunities.
  • Sniper-Friendly Locations: Long-range vantage points.
  • Varied Scenarios: The layout encourages adaptation and excellence with different loadouts.
Strategic Cover and Vantage Points
  • Tactical Cover: Abundant cover spots, allow safe movement to key areas.
  • Vantage Points: Strategically placed high ground for players to control the battlefield.
  • Strategic Advantage: Cover and vantage points offer tactical options for different playstyles.​

Process on the map design ​
  • Design Process: Started with reference photos to shape the initial map concept.
  • Map Refinement: As I blocked out the map, new ideas emerged to enhance gameplay.
  • Iterative Approach: Constant refinement to improve the overall player experience.
Picture
Black: Walls, Red: Platform, Orange: Towers, Purple: Cover, Barriers, Tables, Yellow: Tunnels, Green: Stairs, Grey: Prison Cells, Blue: Showers ​

  • Home
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