Combat Space Blockout – Mantra (FPS)
Role: Volunteer Level Designer
Studio: Rubyshark Games
Engine: Unreal Engine 5
Project: Mantra – First-Person Shooter
Overview
This is a combat space I designed as part of the opening level for Mantra, a fast-paced, first-person shooter currently in development at Rubyshark Games. My responsibilities included conceptualizing and blocking out this key encounter zone to support dynamic movement, player cover flow, and vertical combat opportunities.
Design Goals
Combat Readability: The space was designed to support clear player navigation, with distinct lanes for flanking and center control.
Cover Variety: I implemented layered cover at varying heights to encourage fluid gunplay and quick decision-making.
Verticality: A raised scaffolding platform and a natural slope give both players and AI multiple angles of engagement.
Flow & Pacing: The transition between interior and exterior areas sets the rhythm of the fight — pushing the player into open conflict zones and then offering pockets of recovery or strategic positioning.
Tools & Workflow
Whitebox pass using modular BSPs and Unreal’s blockout tools
Environment scaled for Mantra’s custom player movement and combat systems
Playtested internally with AI pathing and player traversal
Integrated team feedback to adjust LOS, choke points, and engagement timing
Final Thoughts
It was a rewarding experience collaborating with the Rubyshark team on this space. Getting to prototype for an FPS environment pushed my skills in encounter design, cover theory, and spatial communication. This blockout laid the groundwork for a memorable fight and set the tone for the rest of the level.