Website powered by

S.M.A.C.K. - Digsite Blockout

Top-down map: Hand Drawn

Top-down map: Hand Drawn

Top-Down map: Made in Photoshop

Top-Down map: Made in Photoshop

S.M.A.C.K. - Digsite Blockout

This is the blockout for the Digsite map I created for S.M.A.C.K.

For this map, I built all of the structures from scratch using the Blockout Tools plugin, leaning into a sci-fi industrial twist for the overall kit. The goal was to create a modular set of excavation-themed buildings, scaffolding, and machinery that felt grounded in function, while still having a stylized, futuristic edge.

I approached this one a bit differently than some of my previous work. Instead of starting with terrain, I began by building out a flexible kit of structures and platforms that could define player flow and sightlines early on. From there, I iterated on multiple layout variations, focusing on how players would move through the space and where engagements would naturally occur.

Once I landed on a layout that felt strong, I started shaping the terrain around it. The central excavation pit became the focal point of the map, acting as both a high-risk rotation path and a natural convergence zone for players. From a top-down perspective, everything feeds into or plays off of that center space, which helped create consistent engagement flow throughout matches.

A big part of the design was balancing open exposure with safer traversal options. The center is fast but dangerous, while the outer ring of structures and terrain provides more cover at the cost of speed. I wanted players to constantly weigh those decisions depending on their situation.

Verticality also played a huge role. Elevated scaffolding and structures give players strong sightlines across the map, but they’re intentionally exposed from multiple angles to prevent them from becoming too dominant. That push and pull between power and vulnerability was something I iterated on a lot during playtesting.

Originally, this space included the Cave system as part of the POI. Over time, it became clear that the two spaces supported very different types of gameplay, so I made the decision to split them. That allowed Digsite to fully lean into open, position-based combat and made the overall experience feel much more cohesive.

The final phase was all about iteration. Adjusting cover, refining building shapes, and tweaking sightlines based on playtests helped tighten the flow and improve readability across the map.

My favorite part of this project was building the entire kit from scratch with that sci-fi industrial style and then using it to explore different layouts. Seeing those modular pieces come together into a space that feels both functional and visually distinct made the whole process really rewarding.