/r/leveldesign
All things related to game level design.
/r/leveldesign
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.
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
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.
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.
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.😉
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?
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!
For me, level design goes beyond just placing objects—it’s about making unforgettable memories and experiences that everyone can enjoy.
Concept is abandoned castle lakeside on overcast foggy day.
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!
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:
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
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?
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.
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:
Compensation: Up for negotiation - but am willing to pay well
Contact: goldsrcmappers@gmail.com
Kindest regards :)