This exercised risk and reward. I designed a non-linear labryinth that rewarded players pickups for exploring off dominant paths, but looped back onto the main path with vantages that always framed up focal points for mental mapping.

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〜キンアジちゃんの自己紹介〜
Unreal Engineについてのブログを上げています!
https://t.co/wcHqiIjpQm
職種:GamePlanner LevelDesigner その他色々
Unreal歴:約5年
近々個人製作もしていきます!

固定ツイート用

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It's great to see other people level design in , so here what I been working on in my spare time and hoping to finish it by the end of Blocktober, again any feedback is much appreciate.🙂

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My entry for the (of course out of competition). If you remember our Leveldesign blogpost you can already guess where I'm going with this 😁

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Hi I'm a level / environment designer pursuing work at my dream studio! Recently, I updated my website breaking down all of my work so thought I could share! 😊

💼: https://t.co/ujxAgdMRid
📧: roybennettiv.com

Check it out!

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These were some other combat spaces I blocked out in an effort to design more stealth options for the player. Geo placement was a bit tight though and some of the cover was hard to read, but it was still fun designing these concepts!

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Skywalker 2 (wizq2dm2). Quake 2 deathmatch map. Released in 2006. It's a small fantasy themed map. Castle in the sky. Void map. Continuation of the first Skywalker map (wizq2dm1), added more geoemtry and connectivity.

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This incorporated some combat spaces following specific metrics and shape choices in order to present comfortable and interesting player choices when engaging in combat. Video: https://t.co/2HJh37LHgb

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BSP Blockout and Final

Done with Source Engine/Hammer Editor (L4D2). Architectural building is House in Menorca.

Really enjoyed creating this.

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Basic top down and elevation changes in 3ds max. did the rest! Turned out one of my favorite areas!

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I thought it would be fun to share some Blockouts I did for . Such a fun and unique project to work on! [1/4]

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it's ! Our level designer Simon shares with you the creative process of the "lava to stone" mecanic in Unruly Heroes
(Full devblog also here: https://t.co/J7WZ8qtleT)

⬇️

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Kickin off Working on an overlord type area for Bears In Space You crash your rocket into a rock and work your way up the beach. It's the first time the player comes across the Saucer enemy so I'm gonna make sure the reveal is rockin.

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Do you remember what Pixel Art style websites looked like in 2002? Visit our exhibition Pixel Design websites in 2002!
https://t.co/diid4rZVia

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Just wrapped up my 10-week course with on Level Design for Games! Huge thank you to for all of his thoughtful feedback and guidance! Also, thank you to for providing such terrific instruction!

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❄ Siberia progress ❄
Layout affordance polish! Focus has been on using lighting and art assets to tell the player where to travel throughout the map, making traversal simple.

It's (hopefully) coming together!

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