Sergei Glushkov
Level Designer
Crossout
Lead Level Designer (Oct 2015 - Oct 2020)
Crossout is a multiplayer online game in the genre of post-apocalyptic action with a third-person camera. The game is based on short PvP battles on armoured cars assembled by the players. Also one of the main elements of the game is the market, trading inside the game and creating parts on workbenches.

Developer — Targem Games
Publisher — Gaijin Entertainment

Platforms: Windows, PlayStation 4, Xbox One and Xbox Series X/S.




I joined the Crossout team back in October 2015 as a QA specialist, which helped me dive deep into the game and understand it from the ground up. In July 2016, I moved into level design and eventually stepped into a lead role.

Designing maps for Crossout was a lot of fun — players could build almost anything, and once flying vehicles became a thing, it really pushed us to get creative. I designed a wide range of PvP and PvE maps, including event maps. Most of them were compact (about 1x1 km), and as a lead, I streamlined our pipeline so we could release a new map every two months.

Below is a selection of maps I worked on during my time on the project — each one challenged me to come up with fresh, engaging ideas to keep players excited and the gameplay experience evolving.
Naukograd
Map for “Capture” mode (capture of enemy base).

The idea was to create a map where the player would have the opportunity to affect interactive level elements.

Geysers became such elements. When activated, geysers block the view, they can destroy drones and missiles inside them. In addition, it is more difficult to move through an active geyser, and players in light cars risk being thrown up into the air. Also in frontal collisions, one player can push the other into the geyser to flip their car.

The map has two levels: level 1 is the surface with geysers and puddles; level 2 is a system of protruding islands with ruins of city buildings. While driving on the first level, the player is hidden by the islands of the second level and working geysers. Reaching the islands provides an opportunity to look around and fire from long range.




Battle arenas with cover systems for close and medium-range vehicles

Sniper positions for vehicles with long-range weapons
Stealth zone for fast vehicles
Geyser zones
Participation in the creation of a new setting was an exciting task for me. I had to think about architecture, nature, everyday life, the lore of the territory where representatives of Dawn's Children faction would live, and to plan the release of a series of maps. Three maps were released in this setting, the first one is “Naukograd”.

Ravagers foothold
Map for “Control” mode (holding more bases).

The idea was to create a map with lethal elements that would restrict the player's movement.

This resulted in three huge shafts with capture points located around them. The shafts occupy considerable space on the map, and falling down means death.
I placed the capture points near the shafts to diversify gameplay: this way players would be more likely to be in danger of falling, but at the same time they would have the chance to push opponents into the abyss.

The central zone between the bases is the most fortified part of the map. Agile cars feel great there due to the abundance of cover and can quickly move between points of interest.


Battle arenas with cover systems for close and medium-range vehicles
Sniper positions for vehicles with long-range weapons
Stealth zone for fast vehicles
Neutral base
This map started my acquaintance with Blender. When creating the block-out prototype, I could not make holes from the primitives using the standard tools of the editor to make sure they turned out the way I intended. Therefore, I decided to implement the idea in a program that was new to me.
Syndicate garage
The garage is the main hub in the game, where players spend a lot of time configuring and testing their cars. For this reason, the garage needs options that will allow the player to test the desired parameters. For example a small race track with ramps, stationary targets for testing weapons and an arena with AI bots.

I designed layouts of a new garages. This was an interesting experience, because, on the one hand, we had to take into account many new factors to make the map more convenient and functional for players. But on the other hand — we had to leave some familiar elements that players have used since the launch of Crossout. Later, based on this experience, not only the basic garage was redesigned, but also the garage of the Steppenwolfs faction was created.



Garages also became one of the first maps to test the feature of decorative destructible objects, which was developed by me and my team. These are objects that add life to the map: small debris, fragments of metal structures, fences, barrels and much more. They collapse when hit by the car or when shot. Previously, such objects were static, and the player could get stuck in them.

Racing crafts were very popular in Crossout, and many players competed in these crafts with each other. For this reason, when creating the layout of the Syndicate garage, we wanted to expand the basic functionality of the garage and add an interesting drifting track.
Sector EX
Map for “Encounter” mode (capture of a neutral base).

The idea was to create a closed two-level map like in first-person/third-person shooters.

Crossout's gameplay is riding a car and shooting. The car can't suddenly change direction and climb vertical surfaces. For these reasons, large enclosed layered spaces are completely unusual for the game. Because of this, the main building of the map had to be made larger to comply with the basic metrics, and I had to create a huge hill to drive to the second floor so that all cars could scale it.

The presence of a building implied a collision of teams in a closed room. So I didn't add extra space around to enhance the effect. In the interior of the building, I had to take into account all the features of the car editor: balconies for snipers, side entrance for melee cars, the main entrance for particularly large vehicles.

Battle arenas with cover systems for close and medium-range vehicles
Sniper positions for vehicles with long-range weapons
Stealth zone for fast vehicles
Neutral base
Ashen ring
Map for “Encounter” mode (capture of a neutral base).

The idea was to create an open map with a focus on snipers, where the player did not have the opportunity to hold position and feel protected.

To do this, I created a two-level symmetric map, where the main cover is just the landscape. Because of the openness of the terrain, I had to ensure that players moved quickly between levels so that they could use speed as a defence. This is how many transitions appeared between levels on the map.

The neutral base is the most fortified place on the map, but it also does not provide sufficient protection against snipers. The base is designed so that the player can leave or get to it at any time.

A typical pattern for battles is fighting around the perimeter of the map, and after reducing the number of opponents, you can capture the point.

Battle arenas with cover systems for close and medium-range vehicles
Sniper positions for vehicles with long-range weapons
Stealth zone for fast vehicles
Neutral base
Adventure mode
It was a very large-scale complex work. I participated in it both as a level-designer (developed a scale map) and as a game-designer (customized and worked through main quests and side quests).

When creating the map, I had a head start — a ready-made layout that could be used as a basis. I reworked it and improved it mainly to suit the quests: I created new story areas, built navigation across the level.






Editing the map and configuring quests at the same time went really well. I used to customize quests according to the script, but there were a couple of moments when I had to come up with new missions.

In the process, I worked closely with a cameraman who shot cutscenes and videos for a huge number of quests.




Powerplant
I really wanted to visually improve the old map so that it looked good in comparison with the new ones. The Powerplant had long required such an update, as it was one of the first locations in the game. I loved the idea and found ancient sketches. They were quite original and added a visual highlight to the map.


At that moment, I realized that all I needed was the minimum help of artists in creating sketches and decals, as well as discussing the idea with the narrative designer. Everything else I could do on my own: replace the old props with new ones and make an artistic pass. The map got a new look, which was tied to the end of the event “Knight Riders”, and, judging by the reaction of the players, the update went great.
Other Maps:
Desert valley
Chemical plant
Nameless tower
"Control-17" station
Cursed mines
Terminal-45
El Diablo Gorge
Central stadium
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