
Spirited

Spirited is an original level concept for the Riot games' Tactical Shooter Valorant. The player has to utilize teamwork, strategy, and the abilities at their disposal to best the other team and take control of the objective.
Platform: PC
Genre: Tactical Shooter
Game Engine: Unreal Engine 4
Role: Level Designer
Timeframe: 3 Months
LEVEL OVERVIEW


Level Design Process
The level design process started with recreating the basic movement mechanics from Valorant. These included movement speed, gravity, jump height, distance, etc. The agents in Valorant also have a multitude of movement abilities and utilities.
A metrics level was created to measure the player's movement and their movement abilities.
A lot of inspiration was taken from Valorant's maps by observing and understanding all the various possible sightlines, which are of utmost importance in multiplayer shooters.
Level design concepts such as leading lines, lights, and contrasting colors were used to guide the player toward the objective.
Landscaping tools were utilized to create a sandy terrain adding to the immersion of the level.

It was ensured that the player had multiple ways of reaching the objective from either side of the map.
The level was then playtested endlessly, and level objects like rock slabs were added to block off sightlines and provide cover.

Gameplay Design
Jett is the most mobile and agile agent in Valorant. Her abilities were deconstructed and then recreated using Visual Blueprints to test the level.
A teleport mechanic similar to Omen and Yoru's teleport was also recreated.
This ability was scripted by reducing the player's gravity when they hold down the jump key. And running an event to reset it when the player lets it go or lands on the ground.
This ability was scripted using a launch character node and taking away the player's ability to fire when they are dashing.
This ability was scripted using a launch character node which overrides their vertical mobility pushing them up and taking away their ability to fire.
This ability was scripted by launching a smoke blueprint using projectile movement. The direction of the projectile is controlled by the direction the player is aiming at. The smoke expands when colliding with an object.