Overtime

Timeframe: August 2025 - May 2026
Team Size: 4
Position: Level Design
Description: Overtime is a Multiplayer Battle Royale game set on an island. I was tasked with overseeing the entire development of the island level. This is the largest level I have ever made. This is the first online multiplayer game in High Point University History.
Biggest Inspiration: Call of Duty Black Ops 3, Warzone, Fortnite, Borderlands
Engine: Unreal Engine
Level Version History
Original Gaea Blueprint Chart
Original Gaea Blueprint Chart
Implementing basic Auto Material
Implementing basic Auto Material
Basic Foliaging, Points of Interest, and Saturation Tweeks
Basic Foliaging, Points of Interest, and Saturation Tweeks
Extra detail in tree variation and erosion around the map
Extra detail in tree variation and erosion around the map
Outline Shader
Outline Shader
Added More Points of Interest on the other side of the map
Added More Points of Interest on the other side of the map
Changed Middle Part of Island to have more grass
Changed Middle Part of Island to have more grass
Final Product
Final Product
Level Design Ideas
- Make sure there are many points of interest to eliminate "Battle Royale downtime"
- Points of Interest that play with the mechanics
- Always have something "Over the Horizon" so that players have an idea for "What's next"
- The shape of the landscape and points of interest must play with player mechanics
- Optimization and Organization
Points of Interest
Below is a full list of all "Points of Interest"
- River Town
- Big City
- Neighborhood
- Lake
- Military Complex
- Flower Field
- Temple
- Water City 1/2
- Farm
- Small Market

River Town

A small cramped city for close quarters combat

Cramped Alleyways play with the game's Wall Jump System

Flower Field​​​​​​​

The Entire Area is on a hill, This provides an interesting dynamic where players will always be fighting for high ground without any buildings to actually play off of it.

Big City

The City is the ultimate combination of sliding, wall jumping, and using your jetpack. Players can slide around in the art district and its hill based design or they can wall jump in building alleyways and jetpack over the street.

Always have something "Over the Horizon"

It is important to have tall structures in the horizon. When a player is walking from point "A" to point "B". Players need some kind of visual stimulant to distract themselves from the fact that they are just walking.

Organization Systems

Here is an example of the hierarchy in the entire level. Every object has a folder in the scene hierarchy.

Optimization

The Level Culls/Deloads objects when the player is a certain distance away and loads them in when you get close enough to them. This drastically helps with framerate problems that were really affecting the game early on in development. After implementing this, the game runs at a very steady 60fps when there are multiple people on the island.

Here are the parameters for what objects cull at what distance

Using Unreal Insights to Visualize Optimization

Jira Organization

Here is an example of one problem in Jira, We have the Title, Accurate Conditions of Satisfaction, and Child Problems. 

Here is a picture of our Sprint Board in the Middle of one of our sprints.

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