Every zone shown on this page is a product of the entire Unbroken Studios team. Each zone is a collaboration between various artists, designers, and engineers.
Shangri-La Deathmatch
The Shangri-La Trailer Park was the first map I worked on for Fractured Lands. I joined the team later in development, and we were looking for an area of the Battle Royale map to use for the planned Deathmatch game mode. I was tasked with choosing an area of the map, and reworking it to better fit close-quarters combat. The area would still be accessible in a Battle Royale match, so it still needed to be fun for that game mode as well!
My responsibilities included:
Selecting a zone of the BR map for Deathmatch
Redesigning the entire layout
Placing weapon pickups and player spawns
Determining the size of the play space / bounds for Deathmatch
I designed the layout with multiple play styles in mind. Because weapon pickups were random, I wanted the map to accommodate that. If a player picks up a sniper, there’s plenty of high ground to take and shoot from. If they grab a shotgun, they can run between various trailers and overhangs before getting in close. To help the zone fit in to the Battle Royale game mode, there are paths for vehicles to maneuver through, as well as ramps for sick tricks, if one is hardcore enough.










Slaughter Land
Slaughter Land was the second area I worked on for Fractured Lands. To start, the team wanted to create this POI with the theme and location on the map in mind. We wanted it to resemble a dilapidated theme park overtaken by various raiders and drifters.
For this POI I blocked the layout, sculpted the initial terrain, and placed loot around the area. Along the way, I worked with the art and sound teams to implement finalized assets.
I wanted this POI to be really fun to drive in, either to take control or just pass through. One of my favorite parts about it is the Super Duper Fun Slide, which doubles as a ramp for any kind of vehicle. I was always looking for ways to include fun vehicle traversal opportunities.









Oasis
At this point in development, the environment team was focused on better developing unique areas of the entire map. We wanted to create more thematic POIs, and Oasis was another iteration in this revision pass. The idea was an overtaken Resort, with inspirations like From Dusk Till Dawn.
For this POI I blocked the layout, sculpted the initial terrain, and placed loot around the area. I also worked on general set dressing for the buildings. Along the way, I worked with the art and sound teams to implement finalized assets.








Outlaw’s End
This POI was another in this environments pass. We wanted to give the area a unique central location, the Police Station.
For this area, I designed the layout, sculpted the initial terrain, and placed loot. I also worked on general set dressing for the whole thing. The concept was an old police station, taken over by a gang who would act as the wasteland’s law enforcement, delivering justice to whomever they see fit.





