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

Mech Showdown (Lobby)

I was also tasked with creating a lobby for the game that would go through many iterations over the months.


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

My Responsibilities

- Own the level design process for this Lobby 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:

  • Color Communication - I researched the different ways colors initially make people feel upon seeing them and incorporated that into the map design before getting rid of a majority of the colorful walls in the map to draw attention to locations with color.


  • Keeping the important things within perspective - The original map felt very closed off and difficult to navigate, so I worked to purposefully choose where colors were placed and what parts of the map you could see based on where you were standing (for ex. seeing the different playable modes inside the play area from the spawn area) 


  • Knowing when to start over again - I had to remake the map a few weeks after finishing the first version of the map and I'm thankful for that experience as I realized the importance of keeping the map simple to travel for our players and not going overboard.

My Design Process

Before working on the lobby, I looked into other Roblox game lobbies to take note of how information was placed and how they utilized lighting and theme to draw players to specific areas.

Outline:


After creating various outlines, I showcased this outline that would combine all 4 locations (Arena teleport, Training, Shop, and Play) for a larger lobby that players could explore. 

Blockout:


The first layout of the map was much larger than anticipated, so I worked to reduce the size of it and also color code each area to give a visual distinction between the areas.

Lighting:


The lobby was too dark to see in and wasn't giving the sci-fi vibe that my lead and I wanted, so after researching lighting in other sci-fi games and changing around settings in the Roblox editor, I settled on a blueish tint and a new skybox to fit what we wanted.

Final version:


I restructured the map after receiving feedback from my lead about his concerns, so I changed some things like: 

 

  • Moved all gameplay areas into one location for simpler finding 
  • Massive reduction in size of the shop to be simpler to move through
  • Moved the Training area to a different location via teleport pad for reduced performance impact on the lobby.
  • Etc...

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