top of page

Project Tempest: Hub

Blockout Art & Design | Content

Area Overview

I designed two versions of the Ravenswood Outpost - a hub for Project Tempest as part of an A/B test to explore mission loop flow and player traffic. The hubs were intended as spaces for players to socialize, interact with pets, trade with vendors, and select missions.

 

Unreal Engine 5 was used to bring these spaces to life, blockout art was created in Maya.

Key Contributions
  • Spearheaded design of two social hubs, including iteration from large to small hub.

  • Organized hub districts by function and optimized player traffic flow.

  • Integrated NPCs, vendors, interactive wildlife, and collectibles to enhance engagement.

  • Designed hubs to support mission selection, gear upgrades, and social activity.

  • Conducted A/B testing to evaluate hub size, player density, and mission loop impact.

Large Hub
Overview

The large hub was an early, blue-sky iteration designed to support up to 15 players (5 full parties). It served as RAD’s first attempt at building a social space around a core mission loop, making it both a design experiment and a learning opportunity. While it offered strong variety and scale, it ultimately proved too large for the intended gameplay loop and was shelved in favor of the smaller hub.

Large Hub Layout:

  • Bazaar: Vendors, crafting, and gear upgrades​

  • Landing Zone: Mission queuing and party formation​

  • Communal Areas: Lore, exposition, and NPC-driven storytelling​

  • Social Outskirts: Minigames and light social activities

Small Hub
Overview

The small hub was designed to support up to 9 concurrent players (3 full parties) and around 30 NPCs, including stationary vendors, patrolling townsfolk, and ambient wildlife. Compared to the larger hub, this version focused on tighter spatial density and activity balance, creating a lively environment that supported mission flow and social engagement without overwhelming the player.

Small Hub Layout:

  • Vendors & Townsfolk: Anchored the main loop of trade, gear upgrades, and mission preparation

  • Livestock & Wildlife: Added ambient life and motion to the scene

  • Hidden Collectibles: Fruits and wandering crabs that encouraged light exploration

  • Fishing Spots: Optional interaction points where crabs could be used as bait

Pre-Production

Pre-production focused on defining the gameplay goals, player experience, and functional needs of the Ravenswood Outpost. I worked with concept art on the ideation and cultural identity of the settlement, developing how the settlers lived, worked, and coexisted with the environment. My role was to translate that sense of daily life into the level layout, merging the routines of civilians with the presence of the Rangers, the players’ avatars and protectors of human life. The result was a social space that reflected humanity’s effort to preserve its way of life while living in balance with the planet.

Concept Art: ARYA MONSTER

bottom of page