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    • Home
    • Creations
      • Mech Showdown (Lobby)
      • Mech Showdown (1v1 & 2v2)
      • TDH - Lobby
      • Wicked Wizards
      • David's Day Off
    • Contact
    • About Me
  • Home
  • Creations
    • Mech Showdown (Lobby)
    • Mech Showdown (1v1 & 2v2)
    • TDH - Lobby
    • Wicked Wizards
    • David's Day Off
  • Contact
  • About Me

Mech Showdown (1v1 & 2v2 Arena)

I was tasked with creating a 1v1 (and eventual 2v2) arena for our unranked combat mode after joining the Roblox team.


Play the game here: https://www.roblox.com/games/15113223607/Mech-Showdown-Alpha#!/about

My Responsibilities

- Own the level design process for this 1v1 map from 2D to fully playable state

- Research other Battleground game maps to determine what works and what can be improved upon 

- Work closely with Programmers and Designers to ensure the map layout was playable & concept gameplay ideas

- Work with Artists to maintain consistent visuals within the level

- Use the Roblox Studio Lighting tools to make the scene fit the theme and be visible

3 things I learned:

  • Map Lighting - After experimenting with the Roblox lighting system and researching lighting for other night maps in games, I grew confident in working with lighting maps.


  • Less busy visuals - Learning to keep environments simple visually to focus on gameplay, I know when to remove unnecessary assets.


  • Clear communication - There were issues of miscommunication between myself and the lead at points, but I learned the type of questions to ask to understand their vision.  

My Design Process

I was unfamiliar with Roblox battleground games and their 1v1 arenas, so I played various battleground games with 1v1 areas to learn what makes these maps work and began concepting the outline.

Outline:


Once I had an idea of the player size compared to the environment, I began creating top-down map layouts in Google Drive to share ideas and concepts with my team.

Blockout:


With the outline created, I created a map blockout using our assets to visualize map spacing and if these props would visually fit the scene.

Production:


The lighting on the map was too dark, so I played around with the lighting settings and added neon lights around the map. After adjusting the lighting, the map felt too busy visually for a 1v1 arena, so I removed the additional props.

Lighting update: 


The lighting was too dark for me and my lead, so I began asking my lead what vision they wanted for the environment as many sci-fi options I presented him weren't working, and we settled on a "Star Wars-like" visual with bright blues and white throughout the map.

Final version:


After playtesting the map, I changed the backdrop and the lighting to reflect the feedback I received and changed the materials on the map to draw less attention to the environment during combat. 

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