Make Your Gaming Portfolio Stand Out: Map Design Projects Inspired by Arc Raiders’ Multi-Size Approach
Build three Arc Raiders–inspired maps (small, medium, large) with rubrics and presentation tools to make your gaming portfolio hireable in 2026.
Hook: Stop Sending One-Off Levels — Show Scale and Hireability
Landing a remote or studio-level design role in 2026 means more than a single polished arena or a flashy screenshot. Hiring leads want demonstrable work that proves you can design for different scopes: tight combat encounters, mission-sized maps, and grand exploratory spaces. Students and early-career designers regularly tell me they can’t decide what to put in a gaming portfolio. The result: scattershot projects that don’t tell a clear story about capabilities. This guide fixes that with a proven, Arc Raiders–inspired framework for three map design projects, plus editable evaluation rubrics you can use in classes or self-review cycles.
Why multi-size maps matter in 2026 (and how Arc Raiders inspired this approach)
In late 2025 and early 2026 the conversation in level design sharpened around scale. Arc Raiders’ developers confirmed new maps arriving across a spectrum of sizes: smaller, tighter encounters and maps “even grander than what we’ve got now.”
"There are going to be multiple maps coming this year... across a spectrum of size to try to facilitate different types of gameplay." — Arc Raiders design lead (paraphrase of 2026 interviews)
That statement matters to you because it reflects broader hiring trends in 2026: teams expect designers who can adapt to different play patterns and platform constraints (cloud streaming, crossplay, variable session length). A portfolio that shows only one scale leaves gaps. Employers ask: can you design for a 10-minute competitive match? A 25-minute objective mission? A 45+ minute exploration or hub experience? This three-scale project set answers that question loudly and clearly.
How to use this guide (quick roadmap)
- Complete three map projects: Small, Medium, Large.
- Use the provided rubrics to self-score and iterate.
- Package each project as a portfolio piece with a 90-second video, annotated maps, and playtest metrics.
- Publish builds to Itch/GitHub and add links to your resume/CV.
Project Framework: The 3-Map Challenge
Design three maps that together demonstrate breadth and depth. For each prompt below I include learning objectives, deliverables, suggested tools, timebox, and a rubric you can paste into a course or self-assessment.
Project 1 — Small: Combat Encounter / Arena (15–25 minutes)
Purpose: Show micro-level design skills — flow, choke points, cover placement, readibility, and immediate player feedback. These are the maps you might design for quick sessions or competitive modes.
- Prompt: Create a 1–2 room arena that supports a 10–15 minute match for 2–6 players. Include one vertical element and one dynamic element (moving platform, destructible cover, or periodic hazard).
- Learning objectives: Encounter pacing, sightline control, spawn balance, risk/reward placement.
- Deliverables: Playable build (Unity/Unreal/Godot), 90s gameplay video, annotated top-down map, one-page design summary, set of three playtest reports with metrics (time-to-first-kill, average match length).
- Suggested tools: Unity + ProBuilder, Unreal + BSP/Geometry tools, Blender (props), Promethean-like AI asset placement tools, Perforce/Git for source control.
- Timebox: 1–2 weeks (student pace).
Small Map Rubric (scale 1–5 per criterion)
- Core Gameplay Readability (weight 20%): Are sightlines clear? Do players understand areas quickly?
- Balance & Flow (20%): Balanced spawn points and equal opportunity for action.
- Mechanical Clarity (15%): Dynamic element is intuitive and meaningful.
- Visual Communication (15%): Lighting, props, and color guide player decisions.
- Technical Polish (10%): No major bugs, reasonable frame rate.
- Documentation & Presentation (10%): Video, annotated map, and design summary included.
- Playtest Evidence (10%): At least 3 playtests with summarized metrics.
Project 2 — Medium: Objective Map / Mission (25–40 minutes)
Purpose: Demonstrate mid-level storytelling, objective flow, multi-stage pacing, and integration of emergent systems (AI enemies, puzzles, environmental hazards).
- Prompt: Design a mission map with 2–3 linked objectives that take ~25–35 minutes to complete. Include at least one branching pathway and a risk/reward loop that encourages exploration.
- Learning objectives: Mission scripting, player guidance, checkpoint placement, economy of risk/reward.
- Deliverables: Playable mission, 3–4 minute run-through video with director commentary, flowchart of player decisions, annotated map, design doc (1–2 pages), playtest metrics (completion rates, average time to objective).
- Suggested tools: Mission scripting tools in your engine (Blueprints in Unreal, Timeline+Cinemachine in Unity), simple AI behaviors, event logging (Unity Analytics or a lightweight telemetry script).
- Timebox: 2–4 weeks.
Medium Map Rubric (scale 1–5 per criterion)
- Objective Clarity & Flow (25%): Objectives are clear; flow reduces player confusion.
- Pacing & Tension (20%): Tension curves and breathers exist across the mission.
- Branching & Replayability (15%): Branches feel meaningful and balanced.
- Systems Integration (15%): AI, hazards, and mechanics support objectives.
- Technical Stability (10%): Mission can be completed without blocking bugs.
- Documentation & Metrics (15%): Clear flowchart, playtest data, and commentary video.
Project 3 — Large: Open / Hub or Grand Map (45–90 minutes)
Purpose: Prove large-scale design thinking — world composition, navigation aids, emergent gameplay systems, performance optimization, and narrative integration.
- Prompt: Build a larger map that supports free-form play, optional objectives, and at least one traversal puzzle or environmental mechanic. The map must feel distinct in verticality and landmarks so players can navigate for long sessions.
- Learning objectives: Worldbuilding, landmarking, systems that support emergent play, optimization for performance and memory, accessibility considerations for long sessions.
- Deliverables: Playable world or hub, 5-minute guided tour video, annotated world map with landmarks and traversal paths, optimization report (draw calls, LODs, streaming strategy), narrative/design pitch (1 page), player session metrics if possible.
- Suggested tools: Terrain/streaming systems (World Partition in Unreal, Addressables + Scene Streaming in Unity), procedural tools (Houdini/World Machine), LOD and occlusion testing, lightweight telemetry capture.
- Timebox: 3–6 weeks (team projects may expand scope).
Large Map Rubric (scale 1–5 per criterion)
- World Composition & Landmarking (20%): Players can orient and navigate naturally.
- Emergent Systems & Depth (20%): Map supports multiple playstyles and emergent moments.
- Navigation & Accessibility (15%): Wayfinding aids, accessibility options, and clear signposting.
- Optimization & Technical Design (15%): Streaming, LODs, and performance are reasonable.
- Narrative & Player Motivation (10%): Optional objectives and story beats incentivize exploration.
- Documentation & Play Metrics (20%): Tour, annotated map, pitch, and playtest data submitted.
How to Present Each Project on a Resume / Portfolio
Packaging is as important as the level itself. Recruiters will often give a 30–90 second glance. Here’s the structure that converts attention into interviews:
- Lead line (resume): "Map Designer — Small Combat Arena: 2–6 players; balanced 10–15 min matches; implemented vertical gameplay and dynamic hazards." Keep this to one sentence with keywords like map design, level design, playtest, and optimization.
- Portfolio page:
- Hero thumbnail (animated GIF or 5–10s loop).
- 90–120s demo video with captions and a quick TL;DR note of your role and tools.
- Deliverables list and one-sentence impact (e.g., "Reduced average completion time by 12% after iteration 2 based on playtest data").
- Annotated top-down map and short design doc (single page).
- Downloadable build or web demo, plus source link (GitHub/Itch) where feasible.
- Resume/CV tips: Add a small "Portfolio Highlights" section linking to the three maps by name with one-line results and tools used.
Rubric Implementation: How Teachers and Students Use These Scores
For a class or self-directed program, use the rubrics to give a quick quantitative view (0–100). Example weighting: Small 20%, Medium 30%, Large 50% — but you can flip weights if the course emphasizes arena design or worldbuilding. Share rubrics before start date so students design toward criteria.
Score calculation (example):
- Small map final score: 82/100 (weighted 20% of total)
- Medium map final score: 76/100 (weighted 30% of total)
- Large map final score: 88/100 (weighted 50% of total)
Weighted total = 0.2*82 + 0.3*76 + 0.5*88 = 84.0 — this gives an easy metric for portfolio readiness and hireability.
Playtest Data and Demonstrable Work: What Employers Actually Look For
By 2026, studios want designers who bring data. You don’t need a full analytics pipeline to be competitive, but basic metrics are essential. Capture these in every project:
- Completion rate (how many players finished the map/mission)
- Average time to objective or to death (for combat maps)
- Heatmaps (player deaths, interactions, traffic)
- Player feedback themes (top 3 issues) from qualitative playtests
Document the iteration: show version A → B → C with short notes about what changed and why. That narrative is gold on a resume because it proves process, not just polish.
Advanced Strategies & 2026 Trends to Make Your Portfolio Pop
Layer these techniques into your projects to reflect current industry expectations:
- AI-augmented content generation: Use AI asset-placers or procedural tools to produce believable worlds faster; emphasize your curation and authored touches.
- Modular kits & live ops thinking: Create modular sections that could be updated or swapped — show how a map could support live events.
- Cloud and streaming constraints: Optimize with lower draw calls and discuss streaming strategy in your optimization report.
- Accessibility & Session Length considerations: Add options for reduced motion, readable UI, and alternate traversal to support different players.
- Remote collaboration artifacts: Include commit logs, task cards (Trello/Jira), and author credit if you worked in a team to show collaboration skills.
Example Mini Case Study (Illustrative)
Student: "Sam" used this 3-map approach over a 10-week quarter. Sam’s deliverables:
- Small: 2-room arena (Unity) — uploaded demo to Itch; 90s highlight; documented three iterations after playtests.
- Medium: 30-minute extraction mission (Unreal) — added telemetry and completion metrics; improved objective clarity after an A/B test.
- Large: Hub with traversal puzzles — release build with streaming; added LOD and occlusion culling report.
Outcome: Sam’s portfolio received targeted feedback in a portfolio review and one interview request that led to a freelance level design gig. Why it worked: each piece was scoped, documented, and tied to measurable outcomes — exactly what hiring leads asked for in 2026.
Checklist: What to Submit for Each Map (Quick)
- Playable build or web demo
- 90–120s demo video with captions
- Annotated top-down map and flowchart
- One-page design summary and goals
- Playtest summary with at least 3 sessions
- Optimization notes / metrics (for large maps)
- Git/Perforce link or ZIP with source (if legal to share)
Common Pitfalls and How to Avoid Them
- Over-scoping the large map: chunk the work, and deliver a functional slice with clear pathways for expansion.
- Polishing without iteration: prioritize fixes that impact playability first, polish later.
- Poor documentation: even a brilliant map fails to impress if the reviewer can’t understand your decisions in 30 seconds.
- Hiding collaboration work: clearly credit teammates and specify your role.
Final Tips from a Trusted Career Coach
Translate each map into a hireability narrative: what problem did you solve? What data supports your decisions? Which tools did you use? In 2026, technical fluency (telemetry, streaming, AI-assisted pipelines) plus clear communication is worth as much as visual polish.
Use the provided rubrics as living documents: iterate them after each review cycle. Your goal is not perfection — it’s demonstrable growth and a portfolio that answers the hiring lead’s first question: "Can this person ship maps at different scales?"
Call to Action
Ready to make your gaming portfolio stand out? Start the 3-Map Challenge this week: pick your engine, set a schedule (Small: 2 weeks; Medium: 3 weeks; Large: 4–6 weeks), and publish one polished piece every 2–4 weeks. Use the rubrics above to self-grade and iterate. When you publish, include a short playtest summary and a 90–120s demo — and update your resume/CV with a one-line impact statement for each map. Want a downloadable rubric template or a review checklist for your portfolio? Create your first map, then copy the rubric sections into a single document and use them during playtests and portfolio reviews. Take the step — show scale, show process, get hired.
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