top of page
ARM_Surge_Splash_06.jpg

Gateway Arena

Credits for Star Atlas:

  • Art Director - Marcel Van Vuuren

  • LD - Dane Kubicka

  • ENV Art Lead - Ed Denton

  • 3d Art - Ainsley Langford

  • 3d Art/ ENV Art - Ethan Pflugh

  • Tech Art - Alexander Kovyazin

  • Tech Art - Ivan Leon

  • Houdini - Oleksandr Kratinov

HighresScreenshot00013.png

01

Gateway

This was the first multiplayer map I ever designed completely from scratch—and I handled a large portion of it myself. It quickly became one of the most enjoyable maps I’ve ever worked on, perfectly capturing the goals we set out to achieve.

​

The map serves as a gateway to an alien world, with a massive ring—stretching hundreds of kilometers—encircling the already enormous central structure. Suspended high above the planet’s surface, the entire environment floats among the clouds, offering breathtaking views in every direction. It also marked a milestone for us as our first fully symmetrical map.

02

The Layout

This was our first symmetrical map, and one of the main reasons behind that choice was our 3v3 game modes. One of these modes centered around a drop-off point at the map’s center—players could only score kills by depositing them into the ring. Another key influence on the design was our jetpack system and the game’s incredibly fast movement. Combined with a strong sliding mechanic that interacts dynamically with slopes, this pushed us toward creating our first arcade-style map.

​

By “arcade,” I mean a design built around bold shapes and large structural forms rather than relying on props and corridors to define flow. The central tower acts almost like a colander—allowing fluid movement from above, below, and across multiple directions at the mid-level—while containing an open combat space within. The slide mechanic played a huge role in shaping the ramps you see here; it’s incredibly satisfying to boost down one and rocket up the other side. These ramps also double as dynamic cover, letting players control visibility by adjusting their position along the slope.

ScreenShot00146.png
Screenshot 2025-04-08 161927.png

03

Playtesting updates

This map has been playtested almost since the very beginning by real-world testers and early supporters of the project. Their feedback has been incredibly valuable in shaping its evolution. One recurring note from multiple players was that the top platform of the central generator tower felt too narrow. In response, I adjusted the layout to include additional cover, which eventually became the cargo elevator area.

​

One thing players and leads often mentioned was my responsiveness to feedback—I could usually implement meaningful changes after just a quick chat or post. I genuinely enjoy the iteration process; over time, the adjustments get smaller and more refined, yet their impact grows. That fine-tuning phase, I believe, is what ultimately made these maps so successful.

04

More Design

Here’s another example of how early feedback shaped the design. Based on tester input, I added more cover, resized several of the entrances leading into the center, and opened up the top area even further. I also removed the bottom floor entirely, as players often got lost down there—it added too much surface area for the number of players in each match.

​

Because movement in our game is so fast-paced, players rarely stay still. It’s not a “take cover and hold your ground” kind of experience. The oversized crates were designed with that in mind—they let players fly through the area while providing brief moments of cover or serve as obstacles to weave around when dodging a stream of gatling gun fire.

ScreenShot00048_edited.jpg
Screenshot 2025-04-08 162309.png

05

The Pie Piece

This map was designed in thirds, which proved to be an effective way to save resources while still delivering a polished, enjoyable experience that fit perfectly with our game modes.

06

The outcome

This map was kitbashed to achieve the final look you see here, blending existing assets with a few fully custom pieces—such as the central tower and the generators and elevators that rise from the ground.

HighresScreenshot00029.png

© 2077 by Blake Cejner. 

bottom of page