Hyunseok Jeong Design | Level Design

Overdrive Zone

Multiplayer soccer arena
(In Development)

Project Overview

My Role

Primary Role:
  • Level Designer
Also Contributed To:
  • Iterated on goal block mechanics and arena interactions
  • Proposed 2 of 4 player skill ideas
  • Supported gameplay and general design discussions

Engine: Unity

Platform: Mobile

Team Size: 5

Development Period: Jan 2026 – Present

Overdrive Zone is a multiplayer arena map created for Power Pitch, a 2v2 arcade-style soccer game currently in development. The level takes place in a rectangular arena where two teams compete to score goals within a limited match time.

The map features side boost lanes that allow players to quickly traverse the arena and create offensive opportunities. The design supports fast-paced multiplayer gameplay focused on movement, positioning, and continuous player engagement.

Design Intents

Intuitive Arena Design

  • Symmetrical layout based on traditional soccer fields

  • Clearly defined goal zones for instant player recognition

  • Players can orient themselves without tutorials

  • Supports fast understanding of offensive and defensive roles

I based the arena on the layout of a traditional soccer field because it is easily recognizable. By using a symmetrical field and clearly defined goal zones, players can immediately understand the objective—score goals and defend their side—without needing tutorials. Even in a fast-paced 2v2 match, this familiar structure helps players quickly orient themselves and focus on the gameplay.

Fast-Paced Gameplay for Mobile

  • Designed for short, competitive 3-minute matches

  • Simple, open layout for readability on small screens

  • Angled goals create dynamic shooting opportunities

  • Encourages aggressive, mobile-friendly play

The arena was designed to support short, competitive 3-minute matches suited for mobile platforms. To keep the action intense and readable on smaller screens, the layout remains simple and open, avoiding unnecessary complexity. Angled goals increase shooting angles, creating more dynamic scoring opportunities and encouraging aggressive play.

Strategic Decision-Making

  • Moving Goal Block discourages passive “goal-tending”

  • 4-second cycle requires timing and precision for scoring

  • Final minute deactivation creates a comeback window

  • Encourages risk-taking and high-intensity decision-making

To discourage passive “goalkeeper-camping” strategies, I introduced a moving Goal Block that periodically covers the center of the goal. The block moves in a 4-second cycle, requiring players to carefully time their shots. During the final minute of the match, the Goal Block deactivates, creating a comeback opportunity that encourages teams to take risks and push for a high-intensity finish.

Map Overview

Map Specifications:
  • Symmetrical Design: Balanced 2v2 layout for competitive integrity.
  • Dynamic Elements: Moving Goal Block (4s cycle, deactivated at 1:00).
  • Optimized Flow: Angled goals and boost lanes for fast-paced gameplay.

Design & Iteration

Initial Greybox Prototype (Top-Down View)

Initial Greybox Prototype

I started with a greybox prototype to translate the design intent into a playable space. The layout focused on a symmetrical arena with clearly defined goal zones and boost lanes. At this stage, I wanted to test the overall scale and spacing, making sure players could move quickly while having clear scoring opportunities. The greybox let me evaluate player flow and the arena’s structure before adding any visual polish.
Rectangular Goal Block (Initial Concept)
Trapezoidal Goal Block (Updated Design)

Early Iteration

Since the full 2v2 system isn’t implemented yet, I iterated based on solo testing and mental simulation. The goal block was initially a simple rectangular shape, but I realized it created predictable shooting angles and static optimal positions, so I changed it to a trapezoidal shape that dynamically alters openings, requiring players to adjust positioning and timing and making scoring more skill-based.

Next Steps

Once multiplayer testing is possible, I will observe how players interact with the arena and its mechanics in real matches. Arena elements, such as goal blocks, angled goals, and boost lanes, may be adjusted based on how the player skills, designed by another team member, affect flow and pacing. The goal is to refine timing, spacing, and mechanic behavior to ensure gameplay remains fast, readable, and strategically engaging.

Design Highlights

Expanded Scoring Angle

  • Angled goal design creates a wider scoring opening
  • Enables shots from more extreme positions
  • Encourages experimentation with positioning and timing

Dynamic Goal Blocking System

  • Moving goal blocks cycle every 4 seconds, changing shot availability

  • Obstructs central shots, requiring players to adjust positioning and timing

  • Deactivates late-game, allowing direct scoring and shifting match pacing

Boost lanes for Rapid Repositioning

  • Boost lanes provide speed advantages beyond base movement

  • Enables rapid repositioning for both offense and defense

  • Supports dynamic play, including chasing and escaping

Level Design Document