DARK SOULS hand-drawn isometric map! it isn't perfect but it has been fun to work on! (1/2) https://t.co/bN5LAbrQ8W

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This is ibeH and some concept art of a new game I'm working on called Genesis Void.

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HEY. I've been working on this Quake map for the last few months, and I'm nearly ready to release it.

If you would like to help playtest it please send me a DM!

It's called Azure Moon:

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Slice of a much larger concept for a level design - full length version up on Patreon tomorrow!

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https://t.co/8zSd7TbWLt going live in under ten minutes to remake this rec room in Blender 3D if anybody's interested/bored! 😂👍 2.15pm uk

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Here's test boss room for castlevania 1 if it was in wide screen.

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Updating E2M8 (The Black Tower) in the Death Wish v2.0 expansion for I cut out some old areas to add something more interesting... 🪞

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Doing some environment pixel art for the 2d game im concepting at Uni.

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Aerial views of the City of Prophets designed for an Unannounced Project by our Sr. Environment Artist, Mark Kolobaev

Art Director: Dan Fadness

Creative Director: Finnian MacManus

⁠#conceptart

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We are looking for someone that can give us a hand on the level design.
Note that modelling assets from scratch is not required, we are looking for someone that can optimise the game and improve our scene compositions.
https://t.co/w9Lh7ltnQf

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Reminder, I make maps. Here are some I made for

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Tommy Norberg shared a cool quick guide to Occluders, a special feature that prevents the rendering of covered objects, and how they can be used for level design:

https://t.co/wzYjIF8NAJ

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Learn about different techniques for Level Design in Development Workflow, Chapter 4 - Part 1.



https://t.co/IQGLYhpMt7

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It's always great to see how far you went then you compare your older work with new one. Between new and old place is 2-3 years of difference.

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Last TNT Goes Boom! screenies before we wrap up 2021.
Maps: 15, 31

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