Responsibilities:
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Level Designed 25 roguelike third person shooter rooms and their respective encounters.
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Managed environmental story and theming
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Optimized for smooth gameplay experience on all platforms
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Attended weekly standups with a group of 6 developers
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Handled all art, lighting and VFX
Summary
Agency Assault is a Roguelike experience in Fortnite that sets players on a mission to infiltrate the offices of "The Agency" to steal military secrets in an increasingly difficult third person shooter environment.​​​
Results
The Map was never released because the company
filed for bankruptcy before release but the design was completed in full.
Duration
Oct 2024 - Feb 2025
Team Size
6

Room 1-5
Rooms 1-5 are the introduction to the game loop so they're constructed to be as frictionless as possible.
Rooms 1-3 have limited verticality and have an exit door aligned with the entrance to immediately let the player know what the objective is, and what its going to be throughout the rest of the experience.
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Room 4 introduces verticality and more complex shapes to shake up the linear-ness players face up to that point.
Design Rules
Each roguelike room was designed to these rules
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There are enemies with guns.
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Cover for players
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1 hidden collectible to grant players currency
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Each room must be harder than the last.
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Exits will not open until enemies are defeated
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Walls are in 512x384x24
Ceilings and Floors are also 512x24x512
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Room 6-10
After the first boss fight in room 5, rooms 6-7 start to feature multiple smaller rooms as a part of a larger design.
They also show introduce different environments. Where rooms 1-5 are purely office themed, 6-10 show construction rooms, and larger food courts.
We also have our first intermediary room offering players coins and a chance to upgrade their gear
Environmental Story Telling
A hall mark of the maps design is it's ruined feel as you navigate the environment. Holes are blown into walls and ceilings, Fire rages through windows, and rubble adorns the floors.
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This style serves many functions in the design.
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Debris serves as cover for gunplay.
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Fire and gaps in the walls alters lighting and feel.
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Visually separates the environments look from the typical Fortnite Battle Royale Look.
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Narratively informs the player of the ongoing siege.
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Room 16-20
Following the exterior section you enter the largest part of "The Agency", and it has a stronger corporate feeling in the design.
Rooms 17-18 also overlook the outdoor section and offer a moment for players to reflect on their journey thus far.
In a normal play through players would likely have player for over 3 hours to get enough upgrades to reach this point.
Room 11-15
Rooms 11-13 take a detour and take us underground through the basement of the agency, where electrified water serves as new hazards for players. And geometry changes to metal and exposed pipeworks.
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Rooms 14-15 take a cinematic transition from the basement and bring you out of the basement into the sunlight into the only outdoor section of the game.
This foreshadows and sets the goal of the building you're about to siege in the following section.








Room 21-25
Rooms 21-25 take a harsh transition into a militaristic high tech bunker. Enemies here are the hardest and the walls and ceilings move with electronic fervor.
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Orange replaces the bright blue aesthetics as a darker secret is revealed as you get deeper and deeper into the agency.
Finally room 25, the final boss room is a server room dedicated to housing the super weapon they've constructed.