Welcome to Our Community

VPN / PROXY is NOT allowed! Hello and welcome to UDevStudio.com your #1 source for developer tools and gaming assets. Please take the opportunity to read the Rules and FAQ forum to learn more about this site.

Security Update

  • NO VPN ACCESS, YOU WILL BE BANNED!
    Security for ALL users has been increased. You will be required to turn off all VPN/PROXY software before visiting this site. Any use of VPN proxy will lead directly to a BAN from the forums.

    Registration is open, for closed gates access info, please visit: REGISTRATION INFO
  • Exciting News! 🎉 Starting today, we're thrilled to announce the launch of our newest section: the 'Shards Market.' 🚀 Here, you'll find a marketplace where you can anonymously sell or purchase assets using SHARDS. What makes it truly special? It empowers everyone to trade for real money and get back a portion of that hard-earned cash you spent on buying assets! 💰 Discover more about this groundbreaking feature by visiting our Shards Market Rules page. Don't miss out—dive in now! 🌟

Intro to Level Design

Yasindu

LV
0
 
Jul 30, 2022
2
3
Scrip
38
Shards
0
Gemstone
0
Step 1: Understanding Constraints
Step 2: Brainstorming and Structure
Step 3: Bubble Diagrams
Step 4: Rough Maps
Step 5: Finishing the Design


When I'm designing a level, I like to think in terms of different "areas" within the level. That makes it easier to break my work down into manageable chunks. "Areas" is a loose term for any chunk of the level, of any arbitrary size, shape, or location. The only real criterion for whether something is an area or not is that it must help you work faster to think of it that way. If thinking that way makes things more difficult, don't worry about it.

For our example, I want players to learn about new enemies in isolation and then combine the enemies together over the course of the level, so everything gets more complex. This is good
Please, Log in or Register to view URLs content!
.

To do that well, I usually like to have at least seven areas to work with. (It's vastly beyond the scope of this article to explain why, but
Please, Log in or Register to view URLs content!
to see some of the pacing benefits it brings). When I need a final area for something, like a room for a cutscene where you rescue the VIP, I usually add an extra area. For this example, that means 8 areas.

For each area, I then assign some basic ideas or requirements, so that I have a short list that tells me the structure of my level.
 
  • Like
Reactions: princevon

princevon

Apprentice
LV
0
 
Aug 18, 2022
9
3
Scrip
8,303
Shards
0
Gemstone
0
One of the most interesting yet daunting elements of Unreal Engine to me is level design, Its so hard brining a vision to life when you see that blank canvas. I would love to know more about your process and try to employ it.
 

tulip4attoo

Apprentice
BANNED
LV
0
 
Aug 23, 2022
10
3
Scrip
531
Shards
0
Gemstone
0
There are some very good series on Youtube about making Environment. I would like to recommend this series which get 2nd place from Artstation challenge

 

ziber

Patron
Trusted
Apprentice
LV
4
 
Nov 14, 2022
35
288
Awards
1
Scrip
219
Shards
0
Gemstone
0
When designing a level, I always think of the TV series and movies I watch. That way, I can come up with something mixed.
 

Cray

Apprentice
LV
4
 
Jan 16, 2022
13
283
Awards
1
Scrip
5,241
Shards
0
Gemstone
0
Level design is one of those things that can look simple but in reality is so hard, It's hard to make a level that flows well and has the right pacing, And its also hard to make it look good lmao
 

About Us

UDevStudio started as a simple response to all the other sites not caring about their community. We endeavor to build a prosperous forum for all to enjoy. We welcome all suggestions and forums to meet your needs.

Our Mission

UDevStudio dedicates itself to providing you the best resources for your development projects. We strive to offer you the tools and space to speak your mind and discuss topics with your peers that will help you succeed in your endeavors.
Top