Play with your friends at Gluewar, a tactical FPS where you and the enemy team fight over the rare resource known as Glue.

Plant the bomb as an attacker, or defuse it as a defender. Master your favorite weapon or agent and dominate the battlefield.

  • Genre: Multiplayer Tactical FPS, Search & Destroy

  • Engine: In-house engine

  • Studio: Unbind Studio

  • Duration: 2 months

  • Period: july - august 2026

Context

My roles

In August 2026, I completed a 2 month internship at Unbind Studio, a small indi French game studio working on their ambitious project, Gluewar.

Gluewar is a free-to-play multiplayer tactical FPS playable directly in a web browser. The main game mode is Search & Destroy, but the game also features Team Deathmatch and Skirmish modes.

In S&D, two teams face off against each other: the Attackers, who has to plant the bomb, and the Defenders, who must defuse it. Players can purchase weapons and choose from different agents, each with their own abilities.

My main role was Lead Level Designer. I was responsible for creating the blockouts of several maps for the game, working with the studio's in-house engine.

In total, I:

  • Created 2 new Search & Destroy maps

  • Improved 1 existing map and assisted its art dressing

  • Created 6 new Skirmish maps

  • Created 1 training/tutorial map

I also worked on improving the game's 3Cs (Character, Camera & Controls), designed the ability kits for 6 new agents, and balanced the first 4 weapons.

My Works

Westland is a map designed for Search & Destroy and Team Deathmatch.

Located in the Mexican desert, it represents an industrial site dedicated to mining the rare resource known as Glue. The surrounding slums are home to the local mine workers.

Westland

Devlog comming soon

Temple

Temple is a map designed for Search & Destroy and Team Deathmatch.

It is an ancient temple hidden in the Amazon rainforest, built by an ancient civilization that discovered Glue long ago. Archaeologists have established a camp there to study and extract the resource.

Devlog comming soon

District

District is a map designed for Search & Destroy and Team Deathmatch.

Located in Japan, the city is controlled by a megacorporation that processes Glue. Years of industrial activity have left the city heavily polluted, while the local population has fallen into poverty.

Devlog comming soon

Skirmish Maps

Skirmish maps are small-scale maps designed for 1v1 and 2v2 matches.

The game features 6 Skirmish maps: Classic, Tower, Hangar, Bridge, Castle, and Snipe Point.

Devlog comming soon

Training Range

Training Range is a training map featuring several rooms and a shooting range.

Located inside the agency's HQ, the map also serves as a tutorial area for new recruits.

Devlog comming soon

My Roles

Level Design

Brainstoring & Research

For the map design process, I first started with research and brainstorming. As references, I looked at maps from other shooter games, such as Valorant and CS:GO, analyzing their design techniques and patterns.

When designing Search & Destroy maps, I started by sketching simple map layouts and bomb sites.

Layout Design

I then created top-down scheme of the maps while following the initial layout.

For the bomb sites and mid, I created small blockouts so I could test them directly in-game.

Blockout

Working with the studio's in-house engine, I created the blockouts for each map in the game.

During the blockout phase, I regularly organized playtesting sessions to gather feedback and identify areas for improvement.

I also designed the minimap visuals for each map using the tools provided by the engine.

You can find more detailed information about the production process of each map in my devlogs, coming soon.

Game Design

Designed and documented 6 new agents for the game, including 2 offensive, 2 defensive, and 2 support agents.

Each agent has their own ability kit, consisting of a signature ability, a secondary ability, and an ultimate.

Created technical documentation for each agent, including visual references to illustrate their design and abilities.

Agent Design

Designed and balanced the first 4 weapons in the game: assault rifle, pistol, SMG, and sniper.

Configured weapon parameters and conducted playtests directly in the editor to determine the best values.

Weapon Design

Studio

Ralif Tazutdinov