Machu Picchu
The Level
The inspiration for this level came from the real-life location of Machu Picchu, Peru. I had long thought of having a paintball match within the walls of a ruined city - the many corridors, places to hide, and vantage points would make a perfect location for a game.
Since playing paintball in Machu Picchu would be highly illegal, I figured the next best thing would be to model a deathmatch level after its iconic layout and location.
The Process
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Since I have never been to Machu Picchu, I used a birds-eye photograph of Machu_Picchu as a reference. I wanted to ensure the image distilled the most important and iconic features of the city's landscape. I then used the image to sketch out a simplified, and condensed version of the city's geometry. The real-world city's archetecture was converted into a simpler layout for two reasons. First, to eliminate dead-ends, illogical routes, and confusing paths. The level's flow and its systematic loops were of the utmost importance. Secondly, I chose to reduce the amount of diagonal and curved edges to ease the modification process in subsequent versions (after testing). |
After the basic geometry of the world was in-place, I created the surrounding mountain range, and textured the entire level. The middle section is covered in grass, like the real Machu Picchu. The eastern most area is covered in a whiter, different texture from the rest of the level to differentiate it, and to help users better navigate throughout the level.
I specifically chose to avoid 'arting up' the level using UDK assets, and focused instead on the level's actual geometry and flow. I did not want to make a level that looked exactly like every other Unreal level, nor did I want to spend more time placing assets without testing to see how much players enjoyed the level.
What I Learned
I learned how to adapt a concept image into a fully realized level, how to consider a level's overall flow and item pickups, and how to streamline my production process. I used the UDK's level streaming system to stream in completed portions of the level to shorten the lightmass buildtime.
This was an excercise to develop a multiplayer map, and to focus completely on the geometrical needs, flow and angles of a deathmatch-style map.
Play the level
- Download available at a later date.





