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introduction
As a level designer, I find competitor analysis to be the cornerstone of a great design process. There is no such thing as reinventing the wheel, which is why I find it important to learn from games and creators and apply the findings to my levels. Research papers, paintovers, and sketches are the main tools I use when conducting a competitor analysis. Those are great tools for understanding the design thought behind the level. Observing the player experience and level geometry allows me to understand level design better, and in return makes me a better level designer who can skillfully incorporate player experience and architecture in my levels.

REsearch documents
Rollderdrome research
During the Shred Off development, we took a lot of inspiration from Rollerdrome. As a level designer, I found researching the connection between gameplay and level design in Rollerdrome to be very useful for the level design in the long run. This would allow us to understand how to make levels, that accommodate the action sport third-person shooter gameplay.

paintovers and sketching
Paintovers
I took screenshots of different maps in Overwatch 2 and the Monastery of Beaumont Sanit-Denis map in Sniper Elite 5 and drew over the images to explain the layout and architecture to study the level design.
Sketches
To understand the layout and architecture better in some Overwatch 2 maps, I drew them out in the isometric view.