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

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GDC 2010 Level Design Notes Part 5 by Sylvain Douce

LEVEL DESIGN AS STORYTELLING

Following article was written and contributed by Sylvain Douce 'Channie'

LEVEL DESIGN AS STORYTELLING

Final talk by Joel Burgess talk entitled "Level Design as Storytelling", was about the tools we have at our disposal to tell stories, regardless of their size or depth, directly into our levels.

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April 26, 2010
Category: WoLD Contributors, Level Design Tutorials / Tips

 

GDC 2010 Level Design Notes Part 4 by Sylvain Douce

COVER/OBJECT PLACEMENT AND MULTIPLAYER LEVEL DESIGN BALANCE

Following article was written and contributed by Sylvain Douce 'Channie'

COVER/OBJECT PLACEMENT AND MULTIPLAYER LEVEL DESIGN BALANCE

Niel Alphonso talk is talking about maximizing the effectiveness of cover placement, and overall multiplayer level balancing. This talk is aimed at FPSes and Third Person Shooters.

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April 17, 2010
Category: WoLD Contributors, Level Design Tutorials / Tips

 

GDC 2010 Level Design Notes Part 3 by Sylvain Douce

TOOLS OF THE TRADE: MAKING A BETTER GAME THROUGH THE TOOLS

GDC 2010 Level Design Notes Part 3 by Sylvain Douce

Following article was written and contributed by Sylvain Douce 'Channie'

TOOLS OF THE TRADE: MAKING A BETTER GAME THROUGH THE TOOLS

Jim Brown begins the first afternoon talk. His lecture is about level design tools and how they can save your life, called "Tools of the trade : Making a better game through the tools".

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April 12, 2010
Category: WoLD Contributors, Level Design Tutorials / Tips

 

Level Design Gameplay and Flow Challenge - April 2010


GAMEPLAY AND FLOW LEVEL DESIGN CHALLENGE

April 2010. Level Design Challenge. This particular challenge deals with level design gameplay, flow and composition. The FUN of the level.

Often overlooked and not planned, but it is the most important part of the level.

The idea behind this challenge is to focus and learn gameplay and flow. No need for texturing, detailing or creating detailed environment. It must be fun first. The common used term for this is whiteboxing. It is where you create the level with blocks and modular components without focusing on the visuals or the aesthetics.

 

Read the details of the Challenge here...

April 10, 2010
Category: Level Design Challenges

 

GDC 2010 Level Design Notes Part 2 by Sylvain Douce

DIGITAL DITCH DIGGING: CORE SPACE CREATION OF A LEVEL AND FLOW

GDC 2010 Level Design Notes Part 2

Following article was written and contributed by Sylvain Douce 'Channie'

DIGITAL DITCH DIGGING: CORE SPACE CREATION OF A LEVEL AND FLOW

The following is a talk from Matthias Worch, a Senior Level Designer at Viceral Games and has worked Dead Space 2.

Matthias's lecture is about Digital Ditch Digging, the core space creation of a level and its flow.

Very insightful lecture on gameplay and flow.

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April 08, 2010
Category: WoLD Contributors, Level Design Tutorials / Tips

 

GDC 2010 Level Design Notes Part 1 by Sylvain Douce

LEVEL DESIGN IN A DAY. BEST PRACTICES FROM THE BEST OF THE BUSINESS.

GDC 2010 Level Design

Following article was written and contributed by Sylvain Douce 'Channie'

GDC 2010 TUTORIAL: LEVEL DESIGN IN A DAY. BEST PRACTICES FROM THE BEST OF THE BUSINESS.

The Latest Game Developer Conference hosted a major tutorial for everyone interested in level design. I was lucky to be there.

Here are my impressions.

This day-long session featured some of the highest profiles of the game industry. Being in front of these veterans was quite impressive...

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April 06, 2010
Category: WoLD Contributors, Level Design Tutorials / Tips

 

3D Environment Design.com Launch

3D Environment Design.com

Today I am launching a new "complimentary" website to World of Level Design.

What is 3D Environment Design all about?

3D Environment Design is about creating game environments and 3d models and allowing these environments to be downloadedable and used in your level designs and game environments.

World of Level Design.com is the How To

3D Environment Design.com is the What

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March 29, 2010
Category: Tools & Utilities

 

March Challenge: Reference Re-Creation 2 - Submissions/Results

March Challenge: Reference Re-Creation 1 - Submissions/Results

March Game Environment Challenge 2 is now over.

The bar on quality of work submitted has been raised.

Out of 15 started submissions only 3 were finished. But, with those 3 final submissions the quality of work is reaching a new level.

Thank you to everyone who participated.

Take a look at all the finished submissions and VOTE for your favorite one on the forums.

Stay tuned for new challenges in the upcoming weeks.

See Submissions/Vote/Results here ...

March 27, 2010
Category: Level Design Challenges

 

Monthly Level Design/Environment Art Focus

Monthly Level Design/Environment Art Focus

Level Design Environment Focus or LDEF is the idea of focusing on one specific skill of your level design or environment design process. One skill that you want to learn, improve on or develop for upcoming month.

The idea behind this is simple...

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March 22, 2010
Category: Productivity & Goal Setting

 

March Challenge: Image Reference Re-Creation 2


March Game Environment Challenge 2, based on the reference image.

A study in geometry, scale, texturing, lighting and detail.

Open to any Level Editor or 3D Software of your choice.

Read the details of the Challenge here...

March 15, 2010
Category: Level Design Challenges

 

March Challenge: Reference Re-Creation 1 - Submissions/Results

March Challenge: Reference Re-Creation 1 - Submissions/Results
All Rights Reserved. Copyright/Reference Image from Contemporist.com

March Game Environment Challenge 1 is now over.

Take a look at all the finished submissions and VOTE for your favorite one on the forums.

See Submissions/Vote/Results here ...

March 10, 2010
Category: Level Design Challenges

 

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PREPRODUCTION BLUEPRINT

PREPRODUCTION BLUEPRINT

How to Plan Your Game Environments and Level Designs

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Preproduction Blueprint + UDK 11 Day Level Design

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- Total: 63 videos and 735 pages

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