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Lowlife Forms

Third person multiplayer shooter, mixing RPG-esque magic abilities with tight shooter gameplay and modular dynamic level design for a unique, psychedelic scifi experience.

Tech

Unreal Engine 5, Blueprint & C++ Scripting

Role

Level Designer, Game Designer

Platform

PC

Released

Coming Soon!

Level Design Highlights

The interesting level design challenge of Lowlife Forms (LLF) is the unique modular level generation system. Using an octagon arena with a centerpiece and 8 level "slices" around it, the level is generated by a "mod list" that inserts different slices in different positions around the centerpiece - so the level design of those slices needed to be adaptive, tight, and interesting in any of the 8 possible positions in the arena, as well as accommodating the different 'sizes' of the arena that could be generated (small, large, XL). Additionally, the art direction of the game meant that the "building blocks" available were very organic and asymmetric, requiring more attention to how those asymmetric shapes - from rocks and trees to humanoid-form statues and large crystal structures - impacted the level flow.

​The way I tackled designing the level slices was to boil down each individual slice into a level "archetype." I defined those archetypes as Fort, CQB, Arena, and Tower, to encourage four specific types of gameplay.

Fort: A level slice designed to be a defensive position with supplies and ground-level vantage points, as well as flanking opportunities for attackers to create interior firefights.

CQB: A level slice heavily populated with cover and corridors to encourage close-range, rapid fights that are easily accessible.

Arena: A level slice that offers powerful weapons and external cover, but little cover once inside the slice. This archetype encourages duels and "1v1" gameplay to battle for control over powerful weapons in the middle of the slice.

Tower: A level slice that primarily consists of an elevated position that provides strong perches for long range gameplay. To balance the powerful elevated position, the slice only has sparse weapons and ammo, and the weapon placement requires the player to leave their advantageous position to acquire or resupply weapons.

The other requirement I created for each level slice was that it had to be fun to play in a vacuum. As I developed each slice, I often tested them by themselves to see if they were fun to fight other players in without any other slices adjacent to them, and used that feedback to zero in on the fun and make each level slice feel meaningful and attractive to players.

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