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  • Home
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    • Mech Showdown (Lobby)
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    • TDH - Lobby
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  • About Me

Tower Defense Heroes - Simulator (Lobby)

I was tasked with redesigning the lobby to be more interactive and appealing to players.  


Map code: 0936-4237-9170

My Responsibilities

- Owned the Level Design process for the lobby from 2D outline to fully playable spaces

- Playtest project and provide feedback on design and other areas

- Worked with Artists, Programmers, and Designers to create a functional Tycoon lobby

- Used Unreal Engine Fortnite tools to edit design properties and UI

- Implement game stats from the spreadsheet into the game 

- Implement conditional buttons with buy values in place of triggers for Tycoon bases

- Playtest the game and report/fix bugs I come across

- Play and Research other Tycoon and Bedwars games to create Design documents for future projects

3 things I learned:

  • Designing levels in UEFN - I had some experience with designing levels in Unreal Engine, but I got to explore many more of the tools at my disposal to better my knowledge of making levels in Unreal Engine.


  • Creating 2D outlines in Google Spreadsheets - I was used to creating paper outlines for my maps, but creating map outlines in Spreadsheets allowed me to review map outlines with my Lead and other programmers to efficiently communicate how I wanted the map to look.


  • UEFN gameplay setup - I worked with the engineers to set up conditional buttons and other important game stats into interactables throughout the map and establish a proper flow to the tycoon unlock gameplay.

My Design Process

Research & Outline: 


I started my task by researching other Tycoon games and taking notes on how the level was structured and other things that stood out to me like:

- How were props placed to show players what's available to unlock?
- How were environments structured not to overwhelm players?

- How was UI and prop placement utilized to lead players where developers wanted them?

Final


After establishing the 2D outline of the map with programmers and artists into a mini-island, I organized the original objects from the previous map design with some new UEFN props and landscape materials to create the new environment.


Boss Area

Powerup Area

Hero Equip Area

Gold Area

Island Entry point

The Remake

After completing the development of the initial lobby map, I was tasked with redesigning the lobby from scratch into a new UEFN project. I took this opportunity to capture the design process of the map and explore it thoroughly with new ideas that wouldn't have worked in the previous project.

Outline


I worked with one of the programmers and another designer on the team to concept a new layout for the map, utilizing the increased island size for a more walkable environment for players.

Blockout: 


I began blocking out the new lobby by copying over the assets and devices from the previous project and using the larger landscape area to continue establishing where I wanted players to go along with having more room to move around the environment. 

Final


After a few more weeks of development, I worked with the programmers and artists on the team to recreate the old map. Some new things added included: 


- Adjusting the lighting to be even across all three islands

- Add foliage and environmental vfx to bring life to the island

- Adding natural hills and dips to the island

- Expanding the legends area for possible future legends

Legend Selection Area

Superpower Area

Gold Area

Island Entry View

Legend Area

Spawn Area

Top-down Map Overview

Minigame Area

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  • Mech Showdown (1v1 & 2v2)
  • TDH - Lobby
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