Killing Floor 2 Arena - FPS Level

Iterative level design project.

Developed in the Killing Floor 2 SDK from Tripwire Games. All assets taken from the public SDK. Created over six weeks as part of the Level Design course at RIT in the Fall of 2016.

Focused purely on geometry and theme of the level while learning the tool, not on unique asset creation. The map takes place in an overrun and partially collapsed sports arena, and is designed with Killing Floor’s survival game mode in mind. I performed my own playtests with classmates and friends, including people who had never played Killing Floor 2. I iterated based on feedback from these tests, critique from my instructor, and my own personal feelings as I developed the level.

KF2-Arena opens on a ground level in a large semicircle, featuring elements such as a claustrophobic locker room, narrow maintenance corridors, and wider connective hallways with limited exits and stairs. The centerpiece is the ice rink, which features the longest sightlines on the level, but is easily accessible from every zed spawner. The upper floor overlooks the rink, while bleachers allow a dangerous, but quick descent down and away from foes. The goal was to make a space that had multiple inner loops to remain interesting for longer play, and placing zombie spawns to prevent players from establishing a static, dominant place to hold for the whole game.

The linked video series going through the design, the iterative changes, and my thought process from early grayboxes through the final iteration for the course.