Time: 6 months
Team Size: ~8 (Programmer, Game Designer, Environment Artists, Concept Artist, Sound, QA)
My Role: Art Lead, World / Level Designer, Environment Builder
Tools: Unreal, Blender
Project Summary:
Charge! is an innovative laser-themed FPS built around mobility, verticality, and competitive arena combat. In contrast to traditional low-mobility shooters with short TTK and flat maps, this project reimagines traversal by transforming the interior of a computer into a dynamic battleground. Players fight across CPU towers, cooling-fan shafts, hard-drive stacks, and data-cable transfer routes, using environmental mechanics like fan-boosted flight and cable-based teleportation to move vertically at high speed.
As the Art Lead and primary World/Level Builder for most of the production, I established the initial visual direction, designed the map’s structural layout, and constructed all early blockouts during the period when the team had no dedicated 3D artists. I created the core worldbuilding logic—translating electronic components into functional architecture—and ensured gameplay readability across areas with drastically different heights and combat rhythms.
Despite limitations in asset production capacity, this project became a valuable exercise in balancing artistic vision, performance constraints, and team workflow. It strengthened my ability to prototype environments quickly, maintain visual consistency under shifting resources, and collaborate across design, art, and engineering teams to deliver a fully playable Steam-released multiplayer FPS。
https://store.steampowered.com/app/3903980/Charge/








