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3D MODELING:
Modeling Interior Environment in Maya Part 1/3
Modeling Interior Environment in Maya Part 2/3
Modeling Interior Environment in Maya Part 3/3
Blocking In Level Designs in Maya
Set Up Shelves in Maya for Level Design Modeling
How to Set Up Grid Spacing In Maya to Match Unreal 3
Photoshop Paths to Maya Environment Tutorial

ARCHITECTURE:
Playing with Space and Light
NeoClassical Architecture
Constructivist Architecture

BOOKS and DVDs:
29 Ways to Become a Better Level Designer
Streamlined Level Design
How to Create a Map in 11 Days
Illustrated Level Design in Unreal 3 E-Book

CAREER/GETTING A JOB:
How to Get a Job with Epic Games

CALL OF JUAREZ: BOUND IN BLOOD LEVEL DESIGN TUTORIALS:
Part 1: Tools, Support and Beginning
Part 2: ChromEd Interface and Navigation
Part 3: Creating Initial Environment
Part 3 BONUS: Terrain Workflow
Part 4: Object Props
Part 5: Custom Object. Maya to ChromEd
Part 6: Roads and Rivers
Part 7: Brush Tool and Forester
Part 8.1: AI, Waypoints and Fightnodes
Part 8.2: AI, Action Chains and Sensors
Part 8.3: AI Scripts and Triggers
Part 8.4: Overview of Actions and Behaviors
Part 9.1: Setting Up Objectives
Part 9.2: Setting Up Objectives and Quests
Part 9.3: Overview of Item Types
Part 9.4: Map Optimization and Class Types
Part 10: Publishing Your Map
Download the Entire Set of CoJ2 Single Player Videos

COUNTER-STRIKE: SOURCE:
[Video] Case Study Environment Lights in
Counter-Strike: Source
Counter-Strike: Source Case Study of
Environment Lights

DESIGN AND ART TUTORIALS:
Silhouette Design Game Environments
6 Steps to Basics of Silhouette Environment Design
8 Ways to Improve as an Artist/Designer

GAME ENVIRONMENT AND DESIGN:
Silhouette Design Game Environments
6 Steps to Basics of Silhouette Environment Design
Game World Creation with Inception
Playing with Space and Light
IGDA Montreal Halo 3 Environment Presentation

GAME WORLDS:
Game World of Alan Wake
Game World of Fable 2

INTERVIEWS
Level Designer Mateusz "Seir" Piaskiewicz
Level Designer Chris Kay Interview
Shane Petterson: Design Visualization

LEFT 4 DEAD 1 MAPPING
L4D2/1 Visual Reference Guide to Campaign Design
L4D2 Level Design Tips Part 1
L4D2 Level Design Tips Part 2
Installing L4D SDK Authoring Tools
Hammer Source Interface Overview
L4D World Player Dimensions and Scale
Creating Geometry: Basic Room Creation
Texturing Our Two Rooms: Texture Basics
Adding Props into our Environment
Adding Lights
Compiling/Running L4D Map
Environment Workflow Part 1 - Interior
Environment Workflow Part 2 - Exterior
Environment Workflow Part 3 - Exterior
Environment Workflow Part 4 - Skybox
Environment Workflow Part 5 - Textures
How to Create Simple Terrain/Displacement
Terrain Texture Blending Alpha
Creating Terrain Part 1 - Ground Floor
Creating Terrain Part 2 - Surrounding Mountains
Creating Breakable Glass
Creating Rotating Doors
Creating a Ladder
Creating a Skybox and Light Environment
Standard Elements: Weapons, Fog and Player Start
Creating a Rescue Closet
Navigational Meshes and Spawning Infected
Navigational Meshes Advanced
Creating a Level/Map Change Part 1
Creating a Level/Map Change Part 2
Creating Breakable Walls
Forcing Survivor Position Spawn
Create a Panic Event
How to Create Survival Gametype Part 1
How to Create Survival Gametype Part 2
Overlays vs Decals
Prop Overview
How to Create an Elevator Part 1
How to Create an Elevator Part 2
How to Create a Highlight Glow on Props
Create a Custom Movie Poster & VPK Part 1/3
Create a Custom Movie Poster & VPK Part 2/3
Create a Custom Movie Poster & VPK Part 3/3
L4D1-2 Campaign Design; Why Less is More

LEFT 4 DEAD 2 MAPPING:
L4D2/1 Visual Reference Guide to Campaign Design
How to Create Scavenge Gamemode Part 1
How to Create Scavenge Gamemode Part 2
How to Create Survival Gamemode Part 1
How to Create Survival Gamemode Part 2
L4D2 Level Design Tips Part 1
L4D2 Level Design Tips Part 2
L4D2 How to Attach Breakable Glass to a Rotating Door
L4D1-2 Campaign Design; Why Less is More

LEVEL DESIGN TUTORIALS:
Game World Creation with Inception
11 Day Level Design Process Overview
How to Create a Playable Level in 11 Days
GDC 2010 Level Design Notes Part 1
GDC 2010 Level Design Notes Part 2
GDC 2010 Level Design Notes Part 3
GDC 2010 Level Design Notes Part 4
GDC 2010 Level Design Notes Part 5
L4D2 Level Design Tips Part 1
L4D2 Level Design Tips Part 2
Guide to Collecting Level Design Reference
Damnation's Concept Art to Level Design
Becoming a Level Designer and Environment Artist Part 1
Becoming a Level Designer and Environment Artist Part 2
Horror/Survival Level Design: Part 1 - Cliches
Horror/Survival Level Design: Part 2 - Anticipation and Pacing
Horror/Survival Level Design: Part 3 - Story and Environment
Horror/Survival Level Design: Part 4 - Relationship
Horror/Survival Level Design: Part 5 - Moral Decision
Art of Blocking In Your Map
How To Add Depth To Your Level Design
Level Design Creation Guidelines
Far Cry 2 Level Editor Tips, Links and Videos
Creating Unique Level Design Overviews: Photoshop Filter
100 Level Design Ideas and Locations
How To Plan Your Next Map
Level Design Worklfow Tutorial
Quantum of Solace Video Game Level Design

LEVEL DESIGN CHALLENGES
Gameplay and Flow:
Level Design Gameplay and Flow Challenge Guidelines April 2010
Level Design Gameplay and Flow Challenge Guidelines April 2010 - Update
Level Design Gameplay and Flow Challenge Guidelines April 2010 - Results and Winner
Image Reference Re-Creation:
Game Env. Challenge: Image Reference Re-Creation 1
Game Env. Challenge: Image Reference Re-Creation 1 - Submissions/Results
Game Env. Challenge: Image Reference Re-Creation 2
Game Env. Challenge: Image Reference Re-Creation 2 - Submissions/Results
11-Day Level Design Tutorials:
11 Day Level Design Process Overview
How to Create a Playable Level in 11 Days
11-Day Challenges:
11-Day Level Design Challenge 1 - 'Winter'
11-Day Level Design Challenge 1 - 'Winter' Progress
11-Day Level Design Challenge 1 - 'Winter' Completed
11-Day Level Design Challenge 1 - 'Winter' Winner/Runnerups
11-Day Level Design Challenge 2 - 'Rural Summer'
11-Day Level Design Challenge 2 - 'Rural Summer' Work in Progress
11-Day Mapping: Lighthouse:
Intro: Unreal 3 11 Day Mapping Challenge
Day 1: Unreal 3 - Idea, Research, Reference and Floor Plans
Day 2: Unreal 3 - Geometry and Modeling
Day 3: Unreal 3 - Geometry and Modeling
Day 4: Unreal 3 - Geometry and Modeling
Day 5: Unreal 3 - Texturing
Day 6: Unreal 3 - Texturing
Day 7: Unreal 3 - Lighting
Day 8: Unreal 3 - Lighting
Day 9-12: Unreal 3 - Sound FX, Lighting and Final Touches
Unreal 3: 11-Day Mapping Challenge Beta Release
Unreal 3: 11-Day Mapping Challenge Final Release [PC] [PS3]

LIGHTING TUTORIALS:
Coming Soon

PHOTOGRAPHY AND REFERENCE:
Abandoned Oklahoma Pictures
Doors Photos / Reference

PRODUCTIVITY AND GOAL SETTING:
Monthly Level Design/Environment Art Focus
Few Things I Learned in Last 4 Years...
Part Time Level Design
8 Ways to Improve as an Artist/Designer
Making Difficult Level Design Decisions
Set a Deadline
60-60-30 of Level Design Productivity
How to be Highly Productive
Develop 30 Day Map Making Habit

TEXTURING:
Coming Soon

NEWS:
WoLD Survey: Level Design Challenges
WoLD Update #1
3D Environment Design.com Launch
Unreal Development Kit Released
Release of CryEngine 3
Call of Juarez: Bound in Blood Modding Tools
Left 4 Dead 2 Authoring Tools are Out
Left 4 Dead SDK is Out
Far Cry 2 Editor Tools Preview

UDK:
11 Day Level Design Process Overview
How to Create a Playable Level in 11 Days
UDK 11 Day Level Design Ebooks/Videos
UDK Basics Getting Started in 11 Steps Part 1
UDK Basics Getting Started in 11 Steps Part 2
UDK Basics Getting Started in 11 Steps Part 3

UNREAL 3:
How to Set Up Grid Spacing In Maya to Match Unreal 3 [Bonus Video]
Install Unreal 3 ActorX Import PlugIn for Maya
How to Import from Maya into Unreal 3 [Video]
How to Create Simple Particle Effects in Unreal 3 [Video]

WoLD CONTRIBUTORS TUTORIALS:
Sylvain Douce:
GDC 2010 Level Design Notes Part 1
GDC 2010 Level Design Notes Part 2
GDC 2010 Level Design Notes Part 3
GDC 2010 Level Design Notes Part 4
GDC 2010 Level Design Notes Part 5
Andy Purnell 'Nexusdog':
L4D1-2 Campaign Design; Why Less is More
Keith Garry:
Creating Custom Textures in Hammer Source
How to Create and Managing Visgroups
Alex Shaw 'Smog':
Detailing Buildings in Hammer Source: Part 1 - Roof
Andrew Searle 'OilCake':
Hammer Source Based Modeling in 'Propper'
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