Back

Interview with a level designer

  • 19.03.2026
  • Sky combat

✈️ How are aerial combat maps created in Sky Combat 2?

 

We spoke with the project’s level designer about:

 

— where ideas for locations come from;

— how maps up to 30 km² are designed;

— and why players sometimes use them in ways the developers never expected.

 

❓Q: What does a level designer do in an aerial combat game?

 

💬A: Aerial combat isn’t one-size-fits-all, and a lot of how a map is created depends on the game design. That’s why a level designer is, first and foremost, a game designer as well.

 

Their job is to create maps that are engaging to play on, taking into account flight mechanics, combat systems, and everything else defined by the game’s design vision.

 

And of course, an LD* also brings their own architectural and environmental ideas to life — otherwise, what’s the fun?

 

*LD — Level Designer

 

❓Q: How is designing maps for aerial combat different from regular shooter maps?

💬A: Sky Combat 2 is a more arcade-style aircraft game — it’s not just about head-on firefights, but also about movement and using the environment effectively.

 

The key difference from traditional shooters lies in player movement and interaction with the surroundings. Our maps average around 25–30 square kilometers, and they need to be filled with meaningful gameplay opportunities — that’s the main focus during map creation.

 

At the same time, we can’t rely on tight corridors, narrow choke points, or camping spots. In an aircraft, players can’t just sit in a bush with a sniper rifle waiting for enemies.

 

During development, we constantly balance between the mechanics of a fast-paced third-person shooter and an arcade racing experience. Players should be able to play both aggressively and safely — dodging attacks, using cover, and adapting their tactics.

 

And all of this happens on a large scale, since players are almost always in motion.

 

That’s where the main challenge for a level designer in Sky Combat 2 comes from — avoiding the trap of creating the same open-field map over and over again.

❓Q: Where do you get ideas for new maps?

 

💬A: It varies. Sometimes it comes from the team’s desire to experiment with locations — to create something truly unconventional for the genre and see how players respond. That’s actually how the “Forgotten city” map came to be.

 

But more often than not, I have full creative freedom to develop my own ideas. My maps can start from just about anything — an unusual building, a recently played game, a movie I’ve watched, or even a simple desktop wallpaper.

 

Sometimes a particular shape catches my eye, or I get a certain vibe from something — and that’s enough to spark the idea for a new map.

 

❓Q: What usually comes first — the environment idea or the gameplay idea?

 

💬A: In any game with active gameplay, one shouldn’t exist without the other. That said, I tend to lean more toward the environment idea — but every visual element I add to a map must serve the gameplay.

 

Every object on the map can and will be used both by you and against you — which means it was placed there with a clear gameplay purpose.

 

❓Q: How do you determine the size and vertical scale of the play area?

 

💬A: While the standard map altitude is fixed at 3 km, the overall map size is determined by how quickly a pilot can travel between key locations, how comfortably they can retreat to certain areas, and how smoothly they can rejoin the fight after respawning.

 

The challenge lies in estimating and averaging these timings across four different leagues and dozens of aircraft — each with its own speed and gameplay characteristics.

 

❓Q: What elements of a map make aerial combat more engaging?

 

💬A: We aim for realism in our maps and try to choose themes and elements that players could encounter in real life. That’s why things like cliffs, bridges, and skyscrapers are essential for us.

 

The level designer’s task is to combine these elements in a way that feels realistic, logical, and engaging from a gameplay perspective — while also maintaining visual variety, even within similar structures like bridges. 

 

❓Q: How long does it typically take to create a map — from concept to release?

 

💬A: On average, it takes about six months to create a single map — from placing the first basic blockouts to the final release.

 

The timeline depends on the complexity of the environment, the amount of testing required, and the pace of work across different teams.

 

Naturally, multiple teams work on each map at the same time, which allows us to release several maps per year.

 

❓Q: How do you design spaces to make maneuvering engaging for players?

 

💬A: As I mentioned earlier, a map usually starts with a specific shape or concept. As development progresses, it gradually evolves — gaining new details, objects, and cover elements.

 

Each of these elements is tested multiple times: first by me during the creation process, and then by other team members.

 

If something isn’t being used by players, we try to either replace it or remove it altogether.

 

Sky Combat 2 is a game we genuinely enjoy playing ourselves, so we want players to appreciate the design decisions we make. In fact, everything you see on the maps today has been used by us in dogfights during testing, across aircraft from different leagues.

 

That’s how we shape the space into something truly engaging.

 

❓Q: How do you make a map easy to navigate when players are moving at high speed?

 

💬A: Level design, much like architecture, relies heavily on shapes and colors. Obstacles need to stand out from the background — through their form, texture, or contrast — and be easy to recognize. This allows players to quickly orient themselves, even at high speed, and remember things like “turn left behind that rock to dodge a missile.”

 

At the same time, the high speed of aircraft on our maps is balanced by scale — distances give players enough time to assess the situation.

 

And of course, movement in three dimensions plays a key role: there’s almost always the option to quickly climb or dive to evade danger.

 

❓Q: Are there specific areas designed for different types of combat, such as dogfights or long-range engagements?

 

💬A: All of our maps are quite open, and thanks to their scale, almost any area can support both intense multi-aircraft dogfights and long-range missile engagements.

 

For example, in “Siege” mode, satellites are placed in positions that allow for long-distance attacks. However, once you get closer, those same areas can quickly turn into close-range dogfights.

 

We aim to make every part of the map versatile and suitable for different playstyles.

 

❓Q: Do you plan in advance where the main battles will take place? Are there “hot zones” on the maps where the most intense fights usually happen?

💬A: Planning is everything — but you can never fully predict how players will behave.

 

Each map usually has a “tower” — a key landmark that stands out the most and around which gameplay is intended to develop. It’s often placed in the center, with spawn points positioned at equal distances from it. In many cases, there are several such landmarks, so fights around each of them feel different.

 

You’ll also usually find places to refill your ammo and power up nearby, which helps keep the game intense or lets you escape quickly if you need to.

 

That said, battles often shift to places we didn’t originally plan — for example, closer to spawn points. A team that gains the upper hand may push forward and hold enemies near their spawn.

 

As a level designer, that can be a bit frustrating — since players rarely use the map exactly as intended. But it’s also a great reason to rethink the map or the overall game design.

 

Situations like this, and the players themselves, help us keep improving the game.

 

❓Q: How does the map testing process work before a map is released?

 

💬A: Every gameplay-relevant object is tested from the very first iterations of a map. I evaluate things like how comfortable it is to fly around a rock or whether different aircraft can pass through bridge structures.

 

After that, I play dozens of matches on a more complete version of the map that’s ready for deeper testing. If at this stage I notice issues — whether it’s tight maneuvering, difficulty reaching refills, or poor map readability for me or bots — the map gets reworked.

 

We might reposition objects, adjust the playable area, widen passages, tweak colors, or add visual highlights.

 

In the next stage, we run a series of live playtests together with game designers, QA, and even community managers, gradually refining the map until we’re satisfied with the result.

 

❓Q: Do testers ever use maps in ways you didn’t anticipate?

 

💬A: Every time. You can never be 100% sure how players will behave.

 

As a level designer, I can only guide players toward certain areas of the map where they’ll find something interesting — a cool flight path, a refill, or a point of interest. But real players are unpredictable and often use map elements in ways I never intended.

 

I always try to learn from how testers play and use that experience to improve or rework specific areas of the map.

 

❓Q: What aspects usually need the most adjustments after initial testing?

 

💬A: Tight turns. Even though I carefully calculate every sharp turn and narrow passage — down to precise measurements and timing — imperfections still happen.

 

But thanks to testing, these problem areas are quickly identified and fixed. 

 

❓Q: Are there hidden details or easter eggs players can discover on the maps?

 

💬A: Of course there are. Happy hunting 😏

 

❓Q: Which map was the most interesting to work on, and why?

 

💬A: Working on any map that started from your own idea is always a special kind of experience. First of all, because you’re creating something visually exciting that players will enjoy exploring.

 

But between us — the next two maps coming out this year are my personal favorites so far.

 

❓Q: Which map was the most challenging to develop?

 

💬A: “Forgotten city” was a challenge for me in many ways. It was my first map on the project, and while working on it, I was learning the game as a whole as well as the capabilities of each aircraft.

 

All the maps that followed — and those you’ll see in the future — have become more refined and balanced, while still remaining engaging both in terms of gameplay and visuals.

 

❓Q: Do you have a favorite map to fly on?

 

💬A: From the maps available right now, my favorites are “Forgotten city” and “Cove”.

 

❓Q: Any tips for getting familiar with a new map faster?

 

💬A: During your first flights, try gaining some altitude and take a look at the map from above. Get a feel for the layout and pay attention to key objects — any of them can be used to your advantage in combat.

 

This is especially important in “Siege” mode, where we often use the map in less conventional ways.

 

Don’t rush straight into battle — instead, fly through tighter areas of the map at lower speeds, even using lower-tier aircraft if needed. These terrain features can save your life when you’re out of countermeasures.

 

Try approaching a new map like you would in Resident Evil: evade, explore, learn the layout, memorize routes, and don’t be afraid to make mistakes.

 

Once you do, the map will reveal its full potential.

 

❓Q: How did the idea for the “Forgotten city” map come about?

 

💬A: It was our first attempt to create something unconventional — both for Sky Combat 2 and for the genre as a whole. The “Forgotten city” map is completely enclosed from all sides.

 

Since we wanted it to feel unique, we allowed ourselves to lean slightly into a fantasy style. That’s how elements like golems, a mix of ice and lava, and even references to one of the Tomb Raider games made their way into the map.

 

At the same time, we aimed to make this enclosed map feel as open as possible. There are no overly tight passages, but there are tunnel-like routes that players can easily use to disengage and catch their breath.

 

❓Q: What sets it apart from the other maps?

 

💬A: It’s our largest map — possibly even too large for the first league. While it’s not the biggest in terms of overall area (smaller than “Arctic”), its verticality and multiple layers make it feel much bigger.

 

In “Forgotten city,” we moved away from gameplay focused purely on vertical cover and instead emphasized combat across what you could think of as the second and third “levels” of the environment.

Also, since there’s no natural sunlight on this map, we approached lighting differently — dividing the space into zones and highlighting specific areas. For us, it was an interesting experiment.

 

❓Q: What kind of map would you create if there were no limitations?

 

💬A: The moment space fighters make it into the game, I’m building a Dyson sphere map.