
Project: I got the skills
The project actually started because of two points I once received in old feedback
lacking combat flow understanding’ and ‘not thinking like an FPS designer’.
So I decided to take those two points directly and build a full FPS blockout around them
and I named it I GOT THE SKILLS
From Sobeck City to Noshahr Canals to Siege of Shanghai, the Battlefield series shaped the way I think about multiplayer spaces. Each of these maps left a memory a feeling of rhythm, pressure, and flow. That’s why I divided my own multiplayer map into clear, memorable sections inspired by the way Battlefield structures its combat zones and player movement.
Section 1 – “Sand Dunes Combat Space”
This area is designed around organic, uneven dunes, broken pipes, and scattered elevation changes to create:
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Unpredictable sightlines
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Natural micro-flanks
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Short-to-mid range engagements
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High-mobility traversal using slopes and curved pipes
The intention behind this section is to set a dynamic early rhythm for players — fast movement, cover-to-cover decision making, and multiple entry points into the more structured container zone that follows.
Section 2 — Container Layout / Rhythm & Pacing
Refined the container layout by introducing varied vertical levels, offset stacks, and controlled cover spacing to shape the combat rhythm.
Each cluster is arranged to guide short to mid range encounters, create natural micro-choke points, and open flanking windows without overwhelming the main lanes.
The layout focuses on sightline management, predictable traversal timing, and maintaining a clean, readable blockout while reinforcing Battlefield style flow.















