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Aqueduct POI 

Dieseldome Small logo.png

What is the Map:

Designed in the Unity Engine this POI was originally inspired from my time re-experiencing Ryse: Son Of Rome.

Ryse has a level within a forest that ends on a large aqueduct and I wanted to focus on that element as much as I could within the Dieseldome.  With this came challenges of how to make the verticality fluid enough for the wallrunning and also how to ascend players from lower levels to higher ones quickly which I have solved relatively simply with convincing shape language for the player to read once in the space, alongside other things like man-cannons/gravity lifts to propel the player into the sky while fighting enemies.

You can play the demo Now on Steam where this POI is featured: https://store.steampowered.com/app/3249480/DIESELDOME_Oil__Blood_Demo/

Dieseldome was my first attempt in designing Single Player Level Design for a high octane game.

Walkthrough

Gameplay

Designing for Dieseldome

While designing this POI I had to keep in mind that

I was asked to incentivize players to wall-run over staying on the ground and to keep the general playspace relatively flat as they wanted the Flat Ground of of the map to be a no-mans land and the easiest place for a player to be shot/killed.

With this in mind I made sure to make sure almost all walls were accessible from one another to allow fluent momentum throughout each POI and across the middle.

Design of the Dome:

While designing these POIs the constraints had to be a quarter circle spacing within the entire arena that cant extrude past its section or into the middle as it was requested for them to be interchangeable within the dome.

While keeping this in mind I set a new scale for the arena, scales of each POI, and designed how large each middle structure would take up of the arena.

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