— PROJECT NAME
The Sandbox Next
— SUPPORT
Mobile
The Sandbox Next is a mobile multiplayer shooter prototype taking place in a voxel metaverse.
Where 20 players are competing. Get points by hunting zombies and players to climb the ranking, but reaching the top will make you vulnerable and visible to everyone!
Tools :
- Game Maker (in-house Engine), UE 5.6
- Miro, Figma
- Jira
Tasks :
- Level Design & Level Art
Difficulties :
- Working across multiple temporary tools depending on other projects.
— ROLE
Level Designer
Level Artist
— DATE
June 2025 – Today (current)
Title
Mobile controls, "large maps", light gameplay that could evolve in any direction due to very changing timeline.
Interesting design, highlight power of the voxel Art style while avoiding TSB Legacy's weakness (too empty, lack of readability)
Approach : What gameplay to highlight
Controls : Double jump, run, pick up ammo/health pack.
Gameplay : Kill zombies and players for points while staying alive.
No crouch/dodge, instant hit (no ballistic or bullet travel) & with an auto aim, no reload. First player to find & hit is usually the winner.
Main thing : Knowledge of map, good use of corners, cover and hiding spot. Verticality.
Goal : Incentive to be always roaming (searching for health/ammo pack, zombie for points). Corner based & attention : be wary of your surroundings, quick to go into cover.
=> Map split into sub areas/squares interconnected. Each area have golden paths that players can take to cross said area while collecting ammo and killing zombies, by being more or less careful.
Each area is connected through several means to others, pushing player to roam across the map with the same logic.
Hold a strategic point if you got enough advantage (a high point with a healthpack). Usually with little room for protection/can be outnumbered.
=> Creating natural gathering spots through layout (valley, town square, major PoI…) and resources (ammo/heal spawner, quantity of zombies..). Design these as "arenas", with cover, intended hiding spots and ways to dislodge players.
Description
/
Narrative
Description
/ Not a main element of the demo, but wanted to build upon existing concept from the TSB Brand that had success on previous games, as well as the core concept of metaverse :
- Virtual World
- Melting pot of themes, worlds and IPs/Brands
- Portals
Characters & Branded elements belong to their respective IP.
Level Design & Art – Designed around re-used locations from old levels and mixed together as a cohesive metaverse environment
Multipurpose map designed with “open areas to wander in”, indoor areas with secret passages and a focus on verticality.