Galactic Contention is a Star Wars total conversion mod set during the Clone Wars based off of Squad (Unreal Engine 4.27) and features large scale 50 vs 50 player battles. It has a development team of over 12 people and has been in development for years.
Designed Ryloth (1km²) and Ryloth Canyons (350m²) for large-scale 50v50 combat in Galactic Contention.
Blocked out areas, micro-detailed small spaces, and macro-detailed larger zones.
Created 21 unique points of interest, ensuring varied gameplay across 14 distinct layers.
Collaborated on lighting, materials, and quality control.
Optimized performance using culling, HLODs, and foliage techniques, maintaining ~3000-3500 draws and 8M triangles.
Developed a dynamic soundscape based on elevation and environment, with distinct audio for outposts, interiors, and open deserts.
Wrote and maintained Plane issues of bugs detected.
Coordinating and communicating directly with team members to help resolve issues.
Enacted test cases in-game according to information provided directly by developers.
Took my own initiative to find certain bugs, replicate them and report them.
Notable example was a issue with a vehicle (AT-TE) not seemingly taking damage when it should be. I noticed this issue in-game, and would later test and record which areas would take damage, which ones didn't, and if any different weapons had any differences with it.
With Ryloth, my goal was to create a claustrophobic, close-quarters map tailored for Squad/Galactic Contention's intense 50v50 player gameplay, emphasizing infantry combat.
The terrain features small canyons that dominate the area, providing players with opportunities to maneuver or use opposing canyons to maintain a fluid map flow. These canyons, while challenging to attack frontally, can be flanked by enterprising infantry. Each point of interest (POI) is designed to offer allow different ways to fight over it preventing it from dominating the entire local area, whether through nearby flanking canyons, generous concealment, or strategic placement of the environment.
Armor is confined to the canyons, but various passages allow them to navigate without being overly bottle necked. Additionally, the map includes open areas where teams can defend more effectively or where armor can be strategically deployed to influence the map's flow and provide a change of pace.
Strategic cover and POI placements are positioned at lower elevations, while higher elevations offer more exposed positions. This design choice balances the advantages and drawbacks of the two elevation levels, enhancing the depth of the gameplay experience.
CIS Outpost
I am going to describe some of the thought processes behind just 1 POI of many to give an example of my design thought processes. For the CIS Outpost (Pictured Below), I aimed to create an area that contrasts significantly with the rest of the level, focusing on a fortified outpost that encourages a mix of longer-ranged and close-quarters combat.
Situated to dominate the local area, the outpost offers players a variety of approaches and combat scenarios. The walls provide opportunities for longer-ranged firefights when shooting from above to those below, but once players are on the walls, it becomes a hectic close-ranged brawl, especially near the elevators. Beyond the walls, the area opens up, offering variance in combat experiences.
Infantry have numerous ways to approach the walls, with different telegraphed flanking routes leading into the outpost. Potential spawning areas are strategically positioned for both defending and attacking the outpost. Players must also navigate the elevators, which are unique to this area, providing convenient but exposed access to different levels of the outpost.
Armor, while disadvantaged in this terrain, has several limited routes through the outpost for map traversal or to support infantry. These routes allow armor to impact the POI, albeit with challenges.
Players can decide their approach based on various factors:
The amount of cover along the route
The cover provided by external cover, allowing players to shoot at those on the walls
The ease of locking down a route
The ability to reinforce areas from player spawners placed below the walls, the exposed elevators, and ramps
Armor's capability to support infantry attacking the outpost
Overall, the CIS Outpost offers players strategic choices and diverse combat scenarios, adding depth and excitement to gameplay.
From timestamp 1:01 to 4:08 Ryloth is featured
Entire video
From start to 7:50 Ryloth is featured