Mission Designer, UE4Missions: Hammerlocked, Angels & Speed Demons, Life of the Party, Childhood’s End, + additional support on several other missions (Placeholder for description of responsibilities, work process, etc)
Author: Kate
Siege
Whiteboard Step: Setting Design Goals for Siege The original vision of Siege was to create a game mode that offered shorter matches and less complexity than Conquest. As with the majority of my levels, I started my design process on my whiteboard and outlined features that were desired: matches should, on average, be 25-35 minutes have Read More
Evolution of SMITE Tutorial
The map design process at HiRez is pretty fluid and iterative, especially with Smite’s development. We’ve seen a lot of art and gameplay updates across the board, from UI to characters to the maps themselves. The game has morphed and evolved into the product played today, which means the tutorial requirements change as well. Evolution of the Read More
3- Terrains in Tribes:Ascend
This post was pretty spread-out, so I apologize in advance for ramblings. There was a comment on the old HiRez forums from a player that I loved so much, I made it my signature for years. While I don’t remember it exactly any more, it was something along the lines of: “The map is too Read More
2- Arena Under The Hill: Ports & Scrapping Layouts
If you’re reading this and the post-date is not Thursday, August 15th… woohoo! I’ve figured out how to set updates to publish later! (I am currently on vacation until the 26th, so responses and commentary approval will be slow). Warning: this is a long update, and not about a new CTF map. I may discuss why Read More
1- Past WIP Tribes Maps
Hi guys! This particular post isn’t going to be anything new and exciting. I promised to copy over my blog notes from the old forums, regarding maps I’ve worked on since the GOTY patch. I do have a few other things I’ve played around with, but I’ll likely make a separate post for that later Read More
Prologue: Starting the DevBlog
Yes, it is true- HiRez has closed its official forums, opting to venture to other social tools such as Twitter, Reddit, and YouTube. Whether or not you’re in favor of this pretty radical change in community interaction, it does mean there will be some changes to how I can post my own updates. However, Read More
Global Agenda
I wore many map-making hats during Global Agenda’s development process. While I did get a chance to make a few original PvP maps- most notably Toxicity- much of my time was spent improving existing PvP and PvE maps: adding alternate ways to access points, adding more cover from enemy fire, making lighting adjustments and optimizations, Read More
CTF- Terminus Station
From my post on the Official HiRez Forums: Here are some updates on the newest map: map layout is similar to Arx Novena, in that it has aqueduct like structures that help block line of sight and provide cover/visual interest to the map flag stands are about the same distance as Katabatic’s flag stands Read More
Assault
The development of this map began when many of our streamers started making rules and hosting “All Random, All Mid” matches using Smite’s regular Conquest map. This player-driven mode had a few simple rules: players could only travel the center lane- no jungle or side lanes; once a player left the spawn area, then the Read More
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