One of my key achievements was designing the full blockout of an unreleased urban map almost entirely on my own.
Unlike the previous natural-themed maps, I wanted to add more verticality to the gameplay. A dense city layout provided that—offering layered combat spaces, line-of-sight variation, and tactical rooftops. It also made it easier to balance short- and long-range heroes.
However, the game’s mechanics posed challenges. For example, Hunters had limited jump charges, which restricted vertical traversal. To solve this, I introduced a new feature: Charge Clouds — temporary zones that restored jumps, encouraging dynamic movement without breaking the core systems.
Another issue was scale: the game's “Colossus” unit needed wide and tall spaces to maneuver, so I designed semi-destructible 12-meter bridges. These let players navigate fluidly while allowing the Colossus to reshape parts of the map in real-time.
The map went through two versions. In the updated one, with support from a concept artist, we added a dramatic downtown area with skyscrapers, making the space more iconic. The charge mechanic was later replaced by zip-lines that let players move fluidly between rooftops. This map pushed me to combine creative problem-solving with technical constraints—and it became one of my most rewarding design experiences to date.