
Stronghold Skirmish - Knockout City
Introduction
In this project, I set out to create a level for Knockout City set in a castle environment.
The focus of this project was level design with a fast iteration time.
(this project was created for fun and personal growth, and is not associated with the game itself or Velan Studios)
Project Details
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Unreal Engine 5
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25 hours (2023)
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Level Design
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Blockout
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Unreal Marketplace Assets: Blockout Tools Plugin by Dmitry Karpukhin
Level Name
In Knockout City, each level comes with a catchy, alliterative name that sets the tone - names like Rooftop Rumble, Jukebox Junction, or Back Alley Brawl help establish both the theme and the energy of the map.
Since my level takes place in a castle environment, I wanted to combine a word that captured the medieval setting with something that suggested action or combat. After exploring a few combinations, my top three name ideas were Castle Clash, Fortress Face-Off, and Stronghold Skirmish.
In the end, Stronghold Skirmish felt the most fitting - it captures both the environment and the fast-paced gameplay I wanted to evoke.
Level Personality and Identity
After receiving feedback during playtesting, I realized the map lacked variety - both visually and in terms of gameplay. Much of it felt too similar, making it hard for players to orient themselves or stay engaged.
To address this, I focused on a key design principle that became central to my process: every area should feel distinct and memorable - not just through visuals, but also through how it plays.
To achieve this, I structured the map around four core keywords, with each zone built to reflect one of them. These areas were designed to feel mechanically and visually unique, with a central hub area tying them all together into a cohesive whole. The four defining words were:




Indoor
This section of the level emphasizes the theme of cover.
With numerous walls, pillars, and tight corners, players are constantly challenged to stay aware of their surroundings. Line of sight is often broken, creating opportunities for ambushes and sudden encounters. Success here depends on careful movement and smart use of cover - those who stay alert and anticipate enemy positions will have the upper hand.
Stairs
This section of the level was designed around the theme of elevation.
Large staircases and vertical elements create opportunities for players who understand positioning and have mastered the game’s movement system. Controlling the high ground offers a clear tactical advantage, rewarding players who can use elevation to outmaneuver and outplay their opponents.
Garden
This section of the level centers around the theme of adaptation.
The mud patch in the middle of the garden slows player movement, forcing a shift in pace and strategy. Success in this area depends on the player's ability to quickly adjust to changing conditions and rethink their approach mid-fight. It’s a space designed to challenge comfort zones and reward those who can stay reactive under pressure.
Pit
This section of the level was built around the theme of risk.
A massive pit dominates the space, creating constant danger for players who aren’t paying attention. The layout encourages spatial awareness and smart movement - those who take the time to read the environment and navigate carefully will have a clear advantage. It’s a space that rewards caution and punishes recklessness, reinforcing the keyword through both layout and gameplay tension.
To add even more personality to the level itself, I added 3 unique gameplay elements to the map as well.

Mud
The mud serves as a hazard, slowing the player down and hindering their ability to jump or sprint. Players are forced to make a choice: either navigate around the mud by mastering the movement mechanics or rely on their defensive skills to dodge incoming projectiles. Successfully overcoming this challenge requires a balance of agility and timing, pushing players to adapt and think strategically.
Cannons
The Cannons provide a unique mobility mechanic, allowing the player to launch themselves into the center of the map for faster traversal. This can be a great tool for escaping intense situations or reaching key areas quickly. However, it comes with risks.
While airborne, the player is vulnerable and defenseless, making them an easy target for skilled opponents. Strategic use of the Cannons is crucial - timing and positioning can make the difference between a successful escape or becoming an easy target.


Breakable Walls
Breakable Walls are scattered throughout the map and can be destroyed by dashing into them, offering players opportunities to create new pathways or catch opponents off guard. This mechanic encourages strategic play, allowing for surprise attacks or quick escapes. However, players must be cautious - since the spaces behind these walls are unknown, charging through them could lead to unexpected danger, potentially putting you in a worse situation than before. Timing and awareness are key to using this feature effectively.
Iterations
Thanks a lot to Willem Kranendonk, an actual level designer from the game, for providing me with incredible feedback and amazing insights. His tips, tricks, and insight into the level design process for Knockout City were super helpful for the creation of this map.
In total, the level had 5 big iteration cycles (each around 2-5h) with many small adjustments and feedback rounds in between.



