Designing Game Maps That Retain Players: Lessons for Game Design Interns from Arc Raiders’ Update Plan
game devinternshipsdesign

Designing Game Maps That Retain Players: Lessons for Game Design Interns from Arc Raiders’ Update Plan

oonline jobs
2026-01-27 12:00:00
9 min read
Advertisement

Use Arc Raiders’ 2026 map plan to craft retention-focused map designs and portfolio projects that show measurable impact.

Hook: Why map design can make—or break—your game design internship

Struggling to get your level design work noticed? You’re not alone. Game design interns often produce technically sound maps that still fail to keep players coming back. In 2026, studios expect measurable impact: retention improvements, clear telemetry, and portfolio pieces that prove you understand both new content and beloved legacy maps. Embark Studios’ Arc Raiders roadmap—promising multiple maps “across a spectrum of size” in 2026—is a perfect real-world lens to learn how to design maps that retain players and showcase your skills.

The most important lesson first: balance novelty with familiarity

Arc Raiders’ design lead Virgil Watkins told GamesRadar that upcoming maps will range from smaller-than-current arenas to "even grander" locales. That reveals a key strategy studios use to sustain player engagement: vary the scale and pace of play without erasing what players already love. If you can show you understand how to add new content while preserving legacy maps’ strengths, you become a high-value candidate.

“There are going to be multiple maps coming this year...across a spectrum of size to try to facilitate different types of gameplay.” — Virgil Watkins, design lead (GamesRadar, 2026)

Why varied map sizes matter for retention (2026 context)

In late 2025 and early 2026, three platform trends sharpened how teams think about maps: rising cloud-play sessions with shorter average playtimes, better analytics pipelines that tie map variants to retention KPIs, and wider adoption of AI-assisted prototyping in level design. Together, these trends mean maps must:

  • Support different session lengths — small maps for quick matches, large maps for extended missions.
  • Target multiple player skill bands — give casual players readability and veterans emergent depth.
  • Be iteration-friendlymodular layouts let live-ops tweak experiences without full rework.

Core map design principles you must master

Below are design rules you can apply now—each ties directly to player retention and is easy to demonstrate in a portfolio.

1. Readability and onboarding

Players should understand a map within their first two minutes. Use clear sightlines, distinct landmarks, and consistent visual language. For a legacy map redesign, keep signature landmarks intact while adjusting flow so new players don’t get lost.

2. Flow and pacing

Design routes that create deliberate tempo: tension (choke points, ambush corridors) → release (open sightlines, high-ground opportunities). Vary pacing across map sizes: micro maps favor immediate skirmishes, grand maps reward long flanking plays and exploration.

3. Meaningful verticality

Vertical layers create emergent gameplay and replayability. But guard against sightline chaos: vertical design should give options, not confusion. Create clear vertical connections (ramps, elevators) and test them with both low- and high-skill players.

4. Cover and risk-reward placement

Balance cover so that movement is encouraged. Risk-reward features—exposed shortcuts, powerful pickups, alternate spawns—drive player choice and memorable moments that boost retention.

5. Player density and safe zones

Adjust spawn spacing, choke-point widths, and loot distribution to control how crowded a map feels at different player counts. Micro maps need tighter density rules; mega maps need safe zones and fast-travel options to prevent player drop-off.

6. Mode compatibility and modularity

Design maps as systems that support multiple game modes and small tweaks—modular rooms, switchable barriers, and scriptable objectives reduce live-ops friction. Embark’s idea of varied map sizes becomes far more valuable if maps can host different modes without breaking balance.

Translating Arc Raiders’ roadmap into a portfolio project

Use Arc Raiders (Dam Battlegrounds, Buried City, Spaceport, Blue Gate, Stella Montis) as case studies. Here’s a practical, step-by-step project you can do as an intern or student to show you can balance new maps with legacy favorites.

  1. Choose a legacy map and a target problem

    Example: Stella Montis has maze-like corridors that frustrate newcomers. Target: improve player onboarding and reduce early-session drop rate by 15%.

  2. Gather evidence

    Collect available telemetry (heatmaps, spawn deaths, average time-to-first-objective). If you don’t have live data, run controlled playtests or gather community feedback from forums. Document findings.

  3. Define success metrics

    Retention KPIs for map work: time-on-map, repeat-map-play percentage, objective completion rates, and new-player survival rate. State target improvements clearly in the design brief.

  4. Prototype a small variant

    Build a blockout in Unity or Unreal with 1:1 scale reference. Create both a micro-friendly variant (faster loops, tighter sightlines) and a grand variant (expanded flank routes, more objectives). Keep assets modular to show live-ops flexibility.

  5. Run rapid playtests and iterate

    Conduct 5–10 quick playtests for each variant. Record video, take heatmaps, and collect player feedback. Iterate three short cycles and document each change and why it improved the metrics.

  6. Optimize and polish

    Demonstrate understanding of performance: LODs, occlusion culling, and collision simplification. For each optimization, show the before/after impact on frame time and load time.

  7. Package a deliverable

    Deliver a concise case study: design brief, data analysis, blockout screenshots, annotated maps, playtest results, and a short video of gameplay. Include a downloadable demo or build if possible.

How to argue for legacy map preservation in a pitch

Studios like Embark retain legacy maps for familiarity, community identity, and lower live-ops cost. When proposing changes, structure your pitch like this:

  • Start with a player insight: show a quote or heatmap snippet that demonstrates the problem.
  • State the goal: retention, new-player onboarding, or meta-shift for esports.
  • Propose a low-risk experiment: A/B rollout of a micro variant in a playlist or weekend event.
  • List metrics to track: match completion rate, repeat plays, median session length, and churn within first 7 days.
  • Define rollback criteria: if key metrics worsen by 5% in 72 hours, roll back and iterate.

Remain current: list tools and how to use them in practice for a portfolio or internship role.

  • AI-assisted prototyping — use generative layout plugins (Unity/Unreal tools matured by 2025) to iterate blockouts faster; show versions in your case study.
  • Heatmap analytics — integrate simple telemetry scripts (Unreal Blueprints, Unity Analytics) and display before/after heatmaps.
  • Cloud-based playtests — run distributed playtests and gather video logs; this matters for cross-region balancing and retention spikes.
  • Procedural modularity — present a modular kit that lets live-ops swap corridors and objectives with minimal artist time.

Sample portfolio checklist: what to include (exact items hiring managers look for)

  • Project one-liner with impact statement (e.g., “Redesigned Stella Montis variant; improved new-player survival by 18% in playtests”).
  • Design brief (one page) with goals and success metrics.
  • Annotated maps: pathing graphs, sightline overlays, and choke point labels.
  • Before/after heatmaps and a short metrics dashboard screenshot.
  • Blockout builds and a 60–90 second gameplay video demonstrating typical flow.
  • Playtest notes with iteration log (what changed and why).
  • Optimization notes: polycount, draw calls, LOD strategy, and load-time improvements.
  • Live-ops plan: how the map supports seasonal or playlist rotations (modular toggle examples).

Real-world mini case: turning a community favorite into a retention engine

Use an Arc Raiders-like fictional example to show the process in action.

Map: Buried City (fictionalized for this exercise). Problem: veterans dominate choke-heavy midpoints, newcomers quit. Action plan:

  1. Telemetry showed a spike in deaths near the central plaza and a low repeat-play rate for new accounts.
  2. Design goal: make early encounters more forgiving while preserving veteran flank options.
  3. Prototype: add two side routes with limited cover and a low-cost mobility pickup to reduce forced deaths.
  4. Playtest: new players survived 40% longer in early-game and replay intent rose by 12% in two weeks of testing.
  5. Portfolio deliverable: annotated video showing the new flow, heatmap differences, and a short developer commentary about the design tradeoffs.

Common pitfalls interns make—and how to avoid them

  • Too many changes at once: Make incremental, measurable changes so you can attribute wins.
  • Design without metrics: If you can’t measure it, you can’t claim impact. Instrument early.
  • Polish over function: Don’t invest art time until layout and flow are validated.
  • Ignoring community memory: Players form habits around legacy maps. Preserve iconic routes or justify removing them with clear ROI.

How to present this work during an interview

Hiring managers want concise, evidence-backed storytelling. Use the following structure for a 5–7 minute portfolio walkthrough:

  1. One-sentence problem and impact goal.
  2. Two visuals: an annotated before map and an after map with arrows indicating new flow.
  3. One metric: clear KPI you improved or aimed to improve.
  4. One tradeoff you made and why (e.g., slightly lower veteran kill rate for 15% higher new-player retention).
  5. One demo link or playable build and how to run it.

Final checklist for a retention-focused map portfolio piece

  • Did you define measurable goals? (Yes/No)
  • Did you collect or simulate telemetry? (Yes/No)
  • Is there a playable demo or video? (Yes/No)
  • Are optimizations documented? (Yes/No)
  • Does the project show you can balance new content with legacy preservation? (Yes/No)

Closing: Think like a live-ops designer, act like a level designer

Embark’s 2026 Arc Raiders roadmap is a reminder: variety in map sizes and careful stewardship of legacy maps are both crucial to player retention. As an intern or early-career level designer, your competitive advantage comes from blending creative layout skills with data-driven iteration and modular delivery.

Actionable takeaway: Ship one small, measurable legacy-map project this quarter: pick a community favorite, define a retention metric, prototype two size variants (micro and grand), run playtests, and present a metric-backed case study in your portfolio.

Call to action

Ready to build a map portfolio piece that hiring managers can’t ignore? Start today: pick a legacy map, run a 1-week telemetry or playtest sprint, and produce a short case study. Share it with peers for feedback, then use the checklist above to refine it into an interview-ready deliverable. If you want a template to structure your case study, download our free map-design portfolio template and playtest script (link in the footer).

Advertisement

Related Topics

#game dev#internships#design
o

online jobs

Contributor

Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.

Advertisement
2026-01-24T03:54:47.814Z