Indus Battle Royale

Project: Virlok (Battle Royale)
Role: Level Designer (Environment & Combat Flow)
Executive Summary
During my tenure on the Virlok project, I was tasked with architecting three key sectors of the Battle Royale map. The objective was twofold: to establish a world that felt deeply rooted in Indian architectural philosophies and to ensure these complex, often ornate structures provided a balanced, competitive environment for high-stakes combat. This required a delicate negotiation between cultural authenticity and the rigorous "metrics" required for modern mobile shooters.
1. Philosophical Foundations & Spatial Logic
Indian architecture is defined by its use of transitional spaces—courtyards, verandas (verandahs), and stepwells (baoris). My first challenge was translating these into functional gameplay loops.
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The Courtyard Principle: Instead of traditional "corridor" combat, I utilized the concept of the central courtyard to create "hub-and-spoke" combat zones. This allowed for multi-directional engagement and gave players clear landmarks for orientation, reducing the "lost" feeling common in complex urban maps.
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Verticality and Tiers: Drawing inspiration from traditional step-well designs and temple tiers, I implemented layered verticality. This provided "king of the hill" style vantage points that felt like a natural part of the world rather than forced sniper towers.
2. Balancing Aesthetics with Tactical Flow
A common pitfall in culturally rich level design is "visual noise" that interferes with gameplay. I developed a system to ensure the Indian aesthetic served the player's needs:
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Sightline Management: Indian motifs often involve intricate stone carvings and "Jali" (latticework). I utilized these as tactical "peek holes"—allowing players to gather information without being fully exposed, adding a layer of tension to stealth-based playstyles.
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Color Theory as Navigation: By using traditional palettes—terracotta reds, sandstone yellows, and vibrant blues—I color-coded different sectors. This facilitated instant "call-outs" for squads (e.g., "Enemy at the Red Gate"), which is essential for the fast-paced communication required in Battle Royale.
3. Combat Geometry & Mobile Metrics
Designing for mobile requires a specific focus on "readability." During the blockout phase, I stripped away the ornament to ensure the core geometry worked:
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The "Rule of Three": I designed each sector with three primary lanes of approach, ensuring that players could never be completely "camped" in one spot.
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Metrics-Driven Design: Every staircase, doorway, and piece of cover was tuned to specific mobile metrics—ensuring character controllers didn't "snag" on the environment and that jump-heights aligned with the architectural scale.
4. Technical Execution & Performance
Authenticity cannot come at the cost of frame rate. I focused on modular efficiency:
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I broke down complex temple facades into modular "kits" that could be instanced across the three sectors. This allowed for high visual fidelity while keeping the draw-call count low enough for mid-range mobile devices.
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Strategic placement of large-scale architectural "blockers" served as both cultural landmarks and occluders, hiding unrendered parts of the map to maintain a stable 60 FPS during high-intensity firefights.
Conclusion
The resulting sectors for Virlok stand as a testament to the idea that cultural storytelling and competitive level design are not at odds. By respecting the "soul" of Indian architecture while ruthlessly prioritizing combat flow and technical performance, I delivered a gameplay experience that felt both familiar to the local audience and exciting for the global competitive player.
Industry shift
This place has been the most enriching experience of my career. I had the freedom to create, the support of a talented and friendly team, and the opportunity to tackle real design challenges within mobile limitations that demanded creativity and precision. It was both fun and formative—a rare combination that pushed my skills further than ever before.
From leading large-scale map overhauls to designing new blockouts and systems, I was trusted to contribute in meaningful ways. I built toolkits that shaped how teams create, and helped design gameplay that feels both intuitive and fresh. Every day brought something new to learn, explore, or improve.
The culture here is laid-back, collaborative, and genuinely passionate. There’s room to experiment, space to grow, and people who make the process a joy. I’ve grown more here—technically, creatively, and personally—than anywhere else, and I leave deeply grateful for the journey, the work, and the people.



