Overdrive Zone
Multiplayer soccer arena
(In Development)
Project Overview
My Role
- Level Designer
- 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
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Symmetrical layout based on traditional soccer fields
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Clearly defined goal zones for instant player recognition
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Players can orient themselves without tutorials
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Supports fast understanding of offensive and defensive roles
Fast-Paced Gameplay for Mobile
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Designed for short, competitive 3-minute matches
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Simple, open layout for readability on small screens
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Angled goals create dynamic shooting opportunities
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Encourages aggressive, mobile-friendly play
Strategic Decision-Making
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Moving Goal Block discourages passive “goal-tending”
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4-second cycle requires timing and precision for scoring
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Final minute deactivation creates a comeback window
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Encourages risk-taking and high-intensity decision-making
Map Overview
- 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
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
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Moving goal blocks cycle every 4 seconds, changing shot availability
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Obstructs central shots, requiring players to adjust positioning and timing
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Deactivates late-game, allowing direct scoring and shifting match pacing
Boost lanes for Rapid Repositioning
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Boost lanes provide speed advantages beyond base movement
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Enables rapid repositioning for both offense and defense
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Supports dynamic play, including chasing and escaping