/r/leveldesign

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All things related to game level design.

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/r/leveldesign

11,843 Subscribers

4

The fabulous and "fast" (sarcasm) process of level design...

Let me walk you through the creation of one of the hallways for 'The Empty Desk' (coming soon to Steam!).

From brainstorming to the final result, I’ll show you each stage of the process. Which version do you like best?

And if any of you are Level Designers, which step is your favorite?

Personally, I love brainstorming and the final polish :)

Screenshot: Brainstorming, Concept, BoxDesign, Assets placement, Aesthetics, illumination, Polish.

Brainstorming

Concept

Box Design

Assets placement

Aesthetics

illumination

Polish

6 Comments
2024/11/08
10:13 UTC

4 Comments
2024/11/07
01:02 UTC

5

Is this scene conveying the impression that the character is ascending? It feels slightly off to me. What could be missing

8 Comments
2024/11/06
19:16 UTC

2

searching for music recomendations for my next map

elo, im bunta and im looking for music recomendations for a map im creating, this is my last map so you can have an idea of what im doing https://www.youtube.com/watch?v=TZppmEnwFp4
yes its gta san andreas online, multi theft auto, if someone can help thanks boi

pd all my maps playable at The favoured few

https://preview.redd.it/tz63j1xx1myd1.png?width=492&format=png&auto=webp&s=5224779788ae23f27df80f56b2b5d3af2e971669

0 Comments
2024/11/03
04:02 UTC

10

Making the Orc Stronghold/Village with some different flavor than you would normally see

2 Comments
2024/11/01
15:57 UTC

9

How I remade a level from a cancelled Xbox 360 game in Doom

0 Comments
2024/10/31
14:36 UTC

60

Best Level Design Youtuber (IMO) Steve Lee

This has likely been shared before, but I wanted to spread the word about the channel of Steve Lee, a longtime industry level designer, who has his own youtube channel.

I believe one of the best parts of his channel is sharing what it is like being a level designer, the process of designing, and trying to break into the industry.

Link to the YouTube

If you're looking for more information about almost any topic covered by Level Design, I think Steve is the biggest contributer to the craft right now.

4 Comments
2024/10/29
12:36 UTC

22

My contribution to #Blocktober. A section from the 13th level of my 3D platformer game: Raccoo Venture.

4 Comments
2024/10/28
23:44 UTC

3

Been working 2 months+ on this Dishonored Inspired Level Prototype in UE5

0 Comments
2024/10/27
16:22 UTC

13

Free game assets from me on itch.io 😉

Hello everyone, I'm Julian and I've been developing games for 4 years now. Over that time I've noticed that an essential component of motivation when programming is the sprites in a game. That's why I'm now making new game sprites available for free on itch.io to speed up your development process.😉

  1. Pixel Flowers
  2. Sky Backgrounds
  3. Forest Animals
  4. Dungeon Tileset
1 Comment
2024/10/27
14:53 UTC

9

Hello! This is my first post and wanted to show yall what im working on. This is like a 3D-isometric-style action game. Im going with a "pokemonish" cliff/slope edge style and digestible terrain contours that create a stylized world feel. Cheers!

2 Comments
2024/10/26
21:29 UTC

3

How would you describe the level design of Super Mario Galaxy

I feel that its level design is pretty unique, where you jump from planetoid to planetoid doing their respective challenge / iteration of a mechanic a lot of the time. It feels more dynamic and thrilling than traditional, more focused & continuous level structures found in other mario games / platformers. What are your thoughts?

4 Comments
2024/10/26
12:02 UTC

4

Good and bad isometric games with stealth mechanics

Hello, I want to see how developers implement stealth mechanics on isometric levels. I'd like to see both examples of successful mechanics and not-so-successful ones. Please suggest games with feedback on these or those mechanics. Thank you!

1 Comment
2024/10/23
11:43 UTC

13

Working on some level design for our movement shooter roguelite game Blackfall using Unreal Engine 5. You can wishlist the game on Steam if you like it. Happy Blocktober!

4 Comments
2024/10/22
21:20 UTC

16

What it means to be a Level Designer

For me, level design goes beyond just placing objects—it’s about making unforgettable memories and experiences that everyone can enjoy.

https://reddit.com/link/1g9odl0/video/86nwr83cgcwd1/player

2 Comments
2024/10/22
17:51 UTC

31

My first ever blockmesh for Blocktober. Any feedback is appreciated!

Concept is abandoned castle lakeside on overcast foggy day.

9 Comments
2024/10/22
04:02 UTC

8

Sharing some Desert Levels that I have been made (WIP)

0 Comments
2024/10/22
00:42 UTC

34

First 3D Level Design (i started using Blender last night, is this decent? (unfinished))

27 Comments
2024/10/21
15:17 UTC

6

Designing with Perspective: How Cameras Shape Levels

0 Comments
2024/10/18
10:16 UTC

14

High level overview of the process of building poolcore inspired liminal spaces in ue5

2 Comments
2024/10/15
19:23 UTC

9

Factory

Last year, I designed a blockout of my own Valorant map called Factory, with the goal of introducing a new style of play. I plan to bring this map to life using the Hammer level editor, refining it for Counter Strike 2.

A full insight on my design process can be seen on my portfolio.

Here: https://anthonyjohnsonjr.myportfolio.com

Happy Blocktober!

https://preview.redd.it/t0gianxg4rud1.jpg?width=1920&format=pjpg&auto=webp&s=25b454d3b3b2b7c07552d0b8c1b299d822574678

https://preview.redd.it/n5178oxg4rud1.jpg?width=1630&format=pjpg&auto=webp&s=582ecd1cc4acd85af5309ccda180fc0466b4b0ec

1 Comment
2024/10/14
16:51 UTC

44

The 5 Ingredients of Game Town Design - 02

https://preview.redd.it/9n5nm3k8woud1.jpg?width=3170&format=pjpg&auto=webp&s=34e5f388ba5d409f60d79a75b09fa61e881f39d7

The 5 Ingredients of Game Town Design

Continuing the series on urban design for game environments, let's start with the basics: the 5 elements of city image from Kevin Lynch’s "The Image of the City", a foundational text for urban planners and a must-read for anyone looking to build a solid background in urban design.

This classic framework can be effectively applied to designing towns and cities in video games, focusing on how players perceive, recognize, remember, and navigate your town.

Here’s how these elements translate into game design:

  1. Path: The routes players take through the town—main streets, alleyways, and roads. These paths are subject to hierarchy, which we’ll discuss another day, but they should always be unmistakable and recognizable (excluding secret paths and other rule-breaking for gameplay purposes).
  2. Edge: Boundaries that define areas within the town, such as walls, rivers, or changes in elevation. Edges help segment different districts and structure the environment, aiding players in mentally breaking down a large environment into more digestible sections.
  3. District: The distinct areas within the town, each with its own visual style and purpose. Districts give the town character and diversity. Ideally, a player should be able to spawn randomly in any part of the city and still recognize, more or less, where they are—specifically, in which district.
  4. Node: Key points of interest where players naturally converge—like town squares, marketplaces, or major intersections. Nodes create a hierarchy of attention and interest, helping players avoid having to knock on every door in the city to find the important ones.
  5. Landmark: Prominent features that stand out, such as towers, statues, or unique buildings. Landmarks help players orient themselves and make the town more memorable. They are often destinations but can also act as navigational aids (if they are the kind of landmark visible from a distance).

Can you find and identify these elements in the drawing?

Using these elements, you can craft towns that are both immersive and navigable, ensuring players can easily find their way while also engaging with the environment. In the sketch attached, you can see how these concepts come together to form a cohesive town design.

By the way, feel free to ask questions, share your thoughts, or open up any discussion on the topic—I'm more than happy to engage!

Note:
I originally posted this a few weeks ago on LinkedIn as part of my personal notes. It got more attention than I expected, so I decided not to keep my content limited to just that platform. You can check out the original post here:
Original Post: https://www.linkedin.com/posts/jesus-machina_gamedesign-urbandesign-leveldesign-activity-7232691302709002240-qofs

7 Comments
2024/10/14
09:20 UTC

9

Is it ok to build levels based on existing locations (both real-world and fictional)?

Beginner here. I'm thinking of creating a portfolio yet it's tough for me to come up with a unique setting and create locations entirely from scratch. I need reference points, and thus:

Is it considered good practice in the industry for designers to recreate existing locations and learn in the process?

Wouldn't such portfolio examples feel bad compared to unique/fresh ideas of other people?

For instance, i want to create a mansion blockout for my 3D third-person view game. Would it be OK to refer to "Home Alone" movie and recreate the mansion from there, adding new twists, rooms, and other stuff to build my level?

12 Comments
2024/10/10
16:08 UTC

0

i need 1 time builders to help me with my map on roblox jjs (jujutsu shenanigans) u will not be payed if u wanna help im amazingly broke =D. (idk if this is the place where i ask this kinda stuff but im about to find out)

if u wanna help u can choose when u wanna hop on, and also u can just build once for like 3 minutes and be done forever i just need some help before i spiral into insanity building this map =D.

1 Comment
2024/10/09
20:55 UTC

20

An apocalyptic scene I made earlier today.

0 Comments
2024/10/05
22:28 UTC

3

Started at age 16 and improved every now and then until age 19. What do you think of this layout & colors of my pixel alien game?

3 Comments
2024/10/04
17:03 UTC

3

Job: Looking for an experienced GoldSrc Mapper for a Large Roleplay City Map

Hi there!

I’m an experienced mapper with an extensive knowledge of the GoldSrc engine, and have models, textures, and many other resources at the ready. However, I no longer have the time to map myself (at least not on this scale), though will collaborate/advise throughout the process - I’m seeking a highly skilled mapper to create a roleplay city map for the GoldSrc engine (legacy engine version) for a mod called 'The Specialists'. This will be a large and intricate city with a gritty 1970’s New York feel, inspired by the street and city levels of Cry of Fear, Max Payne, and a few GoldSrc/Garry's mod maps.

The challenge with a map of this scale lies in avoiding the notorious clipnode and AllocBlock limitations. However, with smart use of func_detail and Valve's detail texture system, we can push these boundaries and create something both big and detailed.

If you are savvy with these techniques and passionate about creating something truly unique, I’d love to hear from you about this project!

Requirements:

  • Extensive experience with the GoldSrc engine and mapping.
  • Deep understanding of the limits (e.g., clipnode, AllocBlock) and how to bypass/work around them.
  • Creativity in designing buildings, interiors and layouts
  • A portfolio would be very good!

Compensation: Up for negotiation - but am willing to pay well

Contact: goldsrcmappers@gmail.com

Kindest regards :)

4 Comments
2024/10/02
16:56 UTC

4

my first test on a valorant map that has 3 layers! (ik its bad, but i would appreciate any kind of feedback!) the top left is the 2nd level, top right is 1st level, down right is the 3rd. pink and squares are up ropes, brown lines are ziplines red parts are sites. like i said, pls give feedback!

0 Comments
2024/10/01
16:47 UTC

1

The slow but sure progress on a pixel-art scene for Poseidon level.

0 Comments
2024/10/01
04:53 UTC

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