Following along with the World of Level Design Fundamentals course here are the results of some its practice exercises.
First a little exercise in lighting.
Second some texturing practice. First a follow along.
Next a little improv work.
In the pursuit of improving my Level Design abilities in Unreal I’ve started taking courses at
World of Level Design. After running through the fundamentals this was the result of the first follow along BSP exercise:
Perspective Orthographic Front Orthographic Side
More to follow!
Introduction: Whilst at Automaton I worked as a Level Designer, where I iterated and developed world content for Mavericks a next-gen Open-World MMO FPS developed in CryEngine using SpatialOS.
Platform: PC, Xbox One, PlayStation 4 | Time: 2 months | Role: Level Designer | Team Size: ~40
Design Goal: Deliver a 1.8km battle royale play space for the alpha release of Automaton Games’s original IP‘Mavericks’, a next-gen Open-World MMO FPS developed in CryEngine using SpatialOS. Paper Maps
Papers map concepts.
Natural World/Minor Points of Interest (POI’s)
Iterated and developed the natural world whilst distributing minor points of interest for further iteration by art. Major tasks for this included:
Reference gathering. Terrain sculpting. Texture painting. Foliage placement. Blockout, and iteration of POI’s.
Mid Size POI’s
Blocked out, and iterated a number of mid sized points of interest.
River VIllage Sawmill Deforestation Iteration 1 Sawmill Deforestation Iteration 2
Iterated on flow, and cover of existing mid sized points of interest.
Sawmill POI Trainyard POI Biomass POI
Enhanced existing major points of interest, as well as blocking out significant areas of the Sawmill, and Biomass POI.