FPS Map – Star Citizen
Info:
Project Type: Video Game
Creation Year: 2023
Status: School Project
Team: Solo
Platform: For PC using Unreal Engine 5.3 with Lyra
Role in the Project:
Level Designer
Description :
This project was part of a two-week exercise where we had to design a custom FPS map for a game of our choice. I chose the Star Citizen universe and created a specific zone designed for a PvP event. The goal was to provide players with tactical combat situations similar to those found in tactical FPS games.
The Origins of the Concept:
The first challenge was to justify the presence of a structured PvP zone within a game as open and systemic as Star Citizen. Around that time, the Pyro system had just been introduced in closed testing, showcasing new PvP mechanics. I imagined a custom event launched alongside that release.
The concept was simple: an interior zone to capture, granting resources to the victorious team. This avoided the issue of aerial bombardments, which are problematic in an FPS setting, while relying on mission assets already present in the game. I designed a level that could have fit naturally into the game’s evolution, as if I had been part of the Cloud Imperium Games team.

From Concept to Level Design:


Once the concept was defined, I gathered visual and structural references. The map is organized into three areas, inspired by Star Citizen’s space stations:
• Landing Zone: The player’s entry point into the FPS area.
• Cargo Hall: A central confrontation space with multiple paths and varied gameplay opportunities.
• Expo Hall : A repurposed exhibition room hiding access to classified data. It was designed to balance attack and defense dynamics.
After completing the layout, I built a blockout in Unreal Engine and iterated using the Lyra framework, testing combat and exploration dynamics.

Guiding the player:

Reflection on the FPS Map for Star Citizen:
This was my first experience designing an FPS level. Looking back, some elements like verticality could be improved, and testing with real players would have greatly enriched the iteration process.
However, a few months later, Cloud Imperium Games introduced contested zones and PvP events very similar to what I had envisioned. Seeing these mechanics implemented in the game validated some of my design instincts.
This project remains a valuable learning experience. It made me want to keep creating varied maps, exploring different objectives and gameplay styles outside my usual comfort zone, and pushed me to sharpen my skills in FPS level design.