// FIELD NOTE #03 · 2023  · 5 min

FPS Map (Star Citizen)

Level Design

A two-week exercise : design an FPS map for the game of my choice. I imagined an indoor PvP zone designed to fit naturally into Cloud Imperium Games’ roadmap at the time of the first Pyro tests.

FPS Map (Star Citizen)
// SUMMARY · 90s

For the busy

A two-week exercise : design an FPS map for the game of my choice. I imagined an indoor PvP zone designed to fit naturally into Cloud Imperium Games' roadmap at the time of the first Pyro tests.

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role
Level Designer
team
Solo
engine
Unreal Engine 5.3 + framework Lyra
genre
Tactical FPS, PvP capture
length
2 semaines
output
Blockout jouable
// DEEP DIVE · process notes

01

Context

The brief : design an FPS map for the game of my choice. I picked Star Citizen.

The first challenge : justifying the integration of a structured PvP zone in such an open and systemic game. The Pyro system had just been introduced in closed test, putting PvP mechanics in the spotlight. I imagined an event tied to its launch.

The chosen concept : an indoor zone to capture, providing resources to the winning team. This approach avoided aerial bombardments (a problem for FPS) while leaning on mission assets already in the game. The goal : design a level that could naturally have fit into the game’s evolution, as if I’d joined the Cloud Imperium Games team.

02

Process

J’ai recherché des références visuelles et structurelles, puis articulé le niveau autour de trois zones inspirées des stations spatiales du jeu :

  • Landing Zone, point d’entrée des joueurs dans la zone FPS.
  • Cargo Hall, espace central de confrontation, multiples chemins et possibilités de gameplay.
  • Expo Hall, ancienne salle d’exposition reconvertie, cachant l’accès aux données classifiées à capturer. Conçue pour équilibrer attaque et défense.

Once the plan was set, I built a blockout in Unreal and iterated using the Lyra framework, testing combat and exploration dynamics.

03

Lessons

It was my first time creating an FPS level. In hindsight, certain elements (notably verticality) would benefit from more work, and tests with real players would have enriched the iterations.

Confirmation in retrospect : a few months later, Cloud Imperium Games introduced contested zones and PvP events close to what I had imagined. Seeing those mechanics emerge in the game validated some of my design intuitions.

This production stays a learning-heavy exercise that made me want to keep creating varied maps, exploring objectives and play styles different from my usual habits.

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