Rod Reece
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Skydrift

Skydrift was the first post ship map for Highguard, and being such allowed bolder designs than the intital suite of maps that were released.

Skydrift is a vertically layered, floating island map built to support Highguard’s core attack and extraction loop within a readable three lane structure. The layout is organized around a central high ground spine, flanked by two exterior traversal routes that offer flanking and rotation opportunities without collapsing into chaotic sightline spam. Each lane has distinct elevation changes, controlled choke points, and defensible mid nodes that create predictable combat beats. Early contest spaces are intentionally wider to allow scouting and ability expression, while interior anchor zones compress to increase tension as teams approach objectives. The goal was to create clarity at macro scale while preserving micro complexity through cover variety, jump links, and staggered vertical offsets.

A major focus of the layout was balancing rotational fluidity with commitment risk. Traversal options, including zip routes and exposed glide crossings between fragments of terrain, allow high skill teams to reposition quickly, but they also create vulnerability windows that disciplined defenders can punish. Sightlines were carefully tuned to reward coordinated pushes rather than isolated peeks. Spawn logic and objective placement were aligned so that no lane becomes permanently dominant, forcing teams to adapt their pathing across phases of the match. The result is a map that supports structured competitive play while still delivering the spectacle and spatial identity of a shattered sky city suspended above open air.

Level Design: Rodney Reece
Artists: Paul Tran, Jobye-Kyle Karmaker, Jake Virgina
Art Leads: Jose Zavala
Art Director: Robert Taube

© 2021 - Rod Reece
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