Hey, I've never taken part in before! I'm Owen, a 3rd year level designer from the UK with experience in UE4, Hammer, SketchUp and more. Here's some of my work, including a recent 48hr test I did for Ubisoft!😄

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Heya, I'm Eric and it seems like I'm actually on time for

I'm a that works mainly with to make spooky horror and sci-fi levels. I've been focusing on my blockout skills lately

You can check out some of my work at: https://t.co/yOcbssB8Dy

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Sarah Wang, Senior Environment Artist at , discussing working on games, level design for Star Wars Jedi: Fallen Order, and more:

https://t.co/Xew1IsCKuv

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Lately I really wanted to create a CS:GO map!
I created a first draft 2D layout and learned a lot about theory behind its asymmetrical LD and it's so fun 😊
It would take place in a contemporary museum ✨

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Thanks to , I was able to figure out how to turn complex linedef monstrosities into a single texture that requires just 4 lines instead of 3,200. This will be necessary for remaking Barrels O' Fun.

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Syndicate. Cyberpunk first-person shooter game by Starbreeze Studios. Released in 2012. I was level designer for the co-op experience, this was one of my levels; China.

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Inspired by 's excellent level design/city planning articles, here's my current progress on a hilltop castle area!

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I did some home-baked this afternoon. I've been playing a lot of AC Odyssey lately so my head is full of forts and camps:

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I guess I timed this one well with the MW2 Remaster😄 Decided to create another blockout! This time I tried to make a map for Modern Warfare's 2v2 Gunfight mode, inspired by Backlot from COD4

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Here's screenshots from paper concept to semi polished blockout.

BPM: Showdown is a fast FPS, with a evolutive level, where your life, is also you ammo, you must kill all androids and Defeat cyber Champion to kill the Great Villain!

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Level design test for Starbreeze Studios. Made with Source Engine in 2010. Got the job, dream come true! Worked on the cyberpunk first-person shooter Syndicate together with amazing people. Grateful, good times!

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hi Twitter it's me again, this time with a level made for class. The theme was "dungeon" so I went with the basement/warehouse of a big tech corporation (based on Deus Ex). I'm not 100% pleased with it, but for my first "full pipeline" project, I'm happy!✨

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Even if terraforming and point of views are the most time-consuming part of the job, i'm happy i also have to design and redesign specific playgrounds according to our lead's game design ideas

Here are a few iterations of our ruins workshop !

(#leveldesign https://t.co/K0phpT2YfY

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Today I used instantiation to make these cool cubes in during my weekly hour of learning C# with our amazing dev, Victor. I'm honestly surprising myself at how fast I'm picking it up!

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A little quaint pond made with some low poly assets from . Part of a larger game level which I hope to release soon!

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𝗟𝗲𝘃𝗲𝗹 𝗱𝗲𝘀𝗶𝗴𝗻𝗲𝗿𝘀 can have a little 𝗺𝗲𝘀𝘀 𝗮𝗿𝗼𝘂𝗻𝗱 𝘄𝗶𝘁𝗵 𝘁𝗵𝗲 𝗨𝗻𝗶𝘁𝘆 𝘁𝗲𝗿𝗿𝗮𝗶𝗻 𝘁𝗼𝗼𝗹, as a treat

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