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Available for Download: How to Plan Game Environments and Level Designs

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Horror/Survival Level Design: Part 2 - Anticipation and Pacing

Anticipation and pacing is an important part of creating any single player and multiplayer map. It's even more important to creating a successful horror and survival level.

Pacing is the tempo, the speed that something is revealed.

Anticipation is waiting for something to happen, an expectation.

Horror/Survival Level Design: Part 2 - Anticipation and Pacing

Pacing and anticipation is knowing how to scare the player, what to do and when to do it. All this comes down to successfully pacing and creating anticipation to a certain event or an outcome.

Read the rest of Horror/Survival Level Design: Anticipation and Pacing

June 29, 2009
Category: Level Design Tutorials / Tips

 

Horror/Survival Level Design: Part 1 - Cliches

Survival Horror Level Design: Part 1 - Cliches

Following series of articles are going to go in depth and explain how to create horror and bring fear in level and game design. Survival horror level design.

First part covers Cliches.

Definition of cliche is ideas that have been overused to the point of losing its intended force or novelty. Some may have started as original ideas in the beginning but over the years of watching movies and playing same videogames, we know what is going to happen.

Cliches are important. Cliches work. But there is another dimension of using standard horror elements and making them work.

Read the rest of Horror/Survival Level Design: Cliches'

June 26, 2009
Category: Level Design Tutorials / Tips

 

Left 4 Dead: Creating a Level/Map Change Part 1 and 2

Left 4 Dead: Navigation Meshes Advanced and Workflow Part 5

In the following tutorial I cover all the aspects needed in creating a map change within a L4D editor. Perfect when creating campaigns. The tutorial is lengthy and comes in 2 parts. Make sure to take notes.

Creating a Level/Map Change Part 1

Creating a Level/Map Change Part 2

June 22, 2009
Category: Left 4 Dead Mapping

 

Left 4 Dead: Navigation Meshes Advanced and Workflow Part 5

Left 4 Dead: Navigation Meshes Advanced and Workflow Part 5

Two tutorials covering advanced use of navigational meshes in Left 4 Dead and we continue to Environment Workflow Part 5, texturing.

Navigation Meshes Advanced

Environment Creation Part 5 - Textures

June 18, 2009
Category: Left 4 Dead Mapping

 

Left 4 Dead: Gameplay, Rescue Closet, Nav Meshes and Infected

Left 4 Dead: Gameplay, Rescue Closet, Nav Meshes and Infected

3 New Tutorials covering gameplay:

Now that you understand the basic principles of building your environment, it is time to get into gameplay elements.

Standard Gameplay Elements: what entities do you need to get a map started?

Create a Rescue Closet: our dead players will be able to respawn in these closets for you to rescue

Navigation Meshes and Spawning Infected: I show you how to build nav meshes to get rid of the nav_error and I cover how to spawn infected into your map.

June 15, 2009
Category: Left 4 Dead Mapping

 

World of Level Design Forums

World of Level Design Forums

Join World of Level Design Forums.

Join a small, but growing community. Forums are still in bubble wrap but be one of the first ones to join.

I would love to have you as a member at World of Level Design Forums.

Enter WoLD Forums

June 13, 2009
Category: News

 

World of Level Design Survey

World of Level Design Survey

World of Level Design Survey.

If you have enjoyed the content and the tutorials on World of Level Design, help me make it even higher quality. Answer a few questions about what you are struggling, with, what you want to learn and where your design skills are currently.

Please take a few minutes and fill out this survey. I would greatly appreciate it. It will help me to make sure I focus on what you want and help you become the best level designer.

Take World of Level Design Survey

June 11, 2009
Category: News

 

Left 4 Dead: Skyboxes, Light Env and Workflow Part 4

Left 4 Dead: Skyboxes, Light Env and Workflow Part 4

Two tutorials that cover skybox use and adding a light_environment that will allow to project light into our scene from the skybox texture.

First tutorial is how to and second one is the workflow.

Creating Skybox and Light Environment:
Creating Skybox and Light_Env inside Hammer Source will give us the ability to create outside area with a sky and a sun/moon light.

Environment Workflow Part 4 - Skybox:
In the following workflow I continue to block out the entire level with my skybox texture and closing off the map in a vacuum.

June 09, 2009
Category: Left 4 Dead Mapping

 

Left 4 Dead: Creating Glass, Doors and Ladders

Left 4 Dead: Creating Glass, Doors and Ladders

The following 3 tutorials we begin to add functionality to our environment.

Creating Breakable Glass:
Creating breakable glass in L4D tutorial that breaks into pieces upon shooting it.

Creating Rotating Doors:
In the following tutorial we create a rotating door in L4D hammer, complete with sound and coolness.

Creating a Ladder:
Creating a ladder that our character can climb to escape from the zombies for just a few seconds is simple. Watch the video to find out how and check out the notes.

June 06, 2009
Category: Left 4 Dead Mapping

 

Left 4 Dead: Terrain/Displacement Tutorials

Left 4 Dead: Terrain/Displacement Tutorials

The following 4 tutorials cover displacement/terrain.

Creating Terrain/Displacement:
In the following tutorial I show you how to create a simple terrain displacement in your Left 4 Dead map.

Terrain Texture/Alpha Blend:
Here, you'll learn how to add variety to your terrain by applying a texture that has blend properties and painting in the alpha.

Creating Terrain Part 1 - GroundFloor:
Simple terrain/displacement tutorial showed you how to create a simple terrain in L4D. In the following video I expend further on using multiple brushes and creating larger displacement for our environment, the ground floor.

Creating Terrain Part 2 - Surrounding Mountains:
In the following video I expend further on using multiple brushes and surround our playing area with mountains.

June 03, 2009
Category: Left 4 Dead Mapping

 

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PREPRODUCTION BLUEPRINT

PREPRODUCTION BLUEPRINT

How to Plan Your Game Environments and Level Designs

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