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"Preproduction Blueprint" is Now Out in Paperback and Kindle – (Updated/Revised)

Category: News/Updates/Resources, Level Design
November 15, 2016

"Preproduction Blueprint: How to Plan Game Environments and Level Designs" are now available to own in Paperback and on Kindle.

For years I've wanted to publish it as a paperback. Many have asked if and when will it be available? But it kept getting put off for something else: another tutorial, another project, another product. It got to a point where I stopped giving an estimate of when it was going to be available.

In early 2016 I sat down and began to re-edit, revise and update "Preproduction Blueprint".

I can finally say "Preproduction Blueprint" paperback and Kindle versions are done!

You can now pick up the paperback, Kindle or both on Amazon.

Click here to pick up your copy of "Preproduction Blueprint"...

or read more info about the book here...

December of 2011 is when the original "Preproduction Blueprint" was released and to this day it continues to be one of the top sellers on the website.

But what is it and how will it help you?

"Preproduction Blueprint" is the complete how-to system and workbook for planning your game environments and level designs.

It will show you a step-by-step how to plan your game environment and level design projects from an idea to actionable plan to put to use in production.

Preproduction Blueprint contains 11 steps/chapters and here is what you can expect from the book:

The book includes:

  • 240 pages
  • Choose between Paperback or Kindle version (or both)
  • Paperback is full-color
  • 11 steps or chapters to follow
  • Action Steps to perform at the end of each step/chapter so you end up planning your project along with the book
  • Extensive reference section

You will learn:

  • How to generate ideas, how to keep track of them and how to pick the one to work on
  • How to create an environment setting, location and theme to use
  • How to define project purpose - why you want or need to work on this game environment
  • How to create a set of features to aim for. Features are bulleted point list of what will make this project unique and different. Think of this as a "unique selling proposition" for your level design or game environment.
  • How to collect photo reference and research your environment setting
  • How to create a story behind your environment or level design - the reason this location exists. There are two types of game environment stories - explicit and implicit. Learn how to go into detail for: what happened in the environment prior to the player getting there? What is everyday life like in this environment? The story of how and why the character has come to this location, what are they doing there?
  • How to define objectives, obstacles and set pieces for playable level design or a stand-alone game environment. Objectives are goals for player to achieve, obstacles are challenges to overcome and set pieces are scripted events to make the world come alive.
  • How to define a focal point in the environments. This is often a dominant piece of architecture or landscape. Focal points are used for visual landmark locations and to help the player orient themselves in the world.
  • How to design a top-down layout for multi-player maps, single-player maps and stand-alone game environments. Top-down layout is a schematic drawing of your level.
  • How to define visual development or style for your project - the art direction how the environment will look. You'll define color, lighting and overall atmosphere of the world.
  • How to set up and create production lists. This is everything you need to create, collect and set into motion in order to begin creating your playable level or stand-alone game environment.

You can read more info on the book here...

I believe that a proper plan, a strategy to execute is the foundation for a completed project. It is the blueprint that everything else is built on. It is like a house foundation, if it's faulty it will eventually crumble.

Game environment that is planned out has a better chance of seeing the light of day then a vague idea where you jump into the editor without figuring out all the details prior to creating it.

These are the same steps that I use to design game environments and level designs. It took me years to refine but you don't have to figure it out yourself. I laid everything out for you to use in a step-by-step process.

After going through the book, you'll be able to close your eyes and walk through the environment. The level will be finished in your mind. The next step will be to open up a level editor and begin construction.

Get started by picking up "Preproduction Blueprint" from Amazon...

Original version of "Preproduction Blueprint" included a PDF e-book and a set of videos. This has been now updated to Paperback/Kindle versions and no longer includes videos.

Paperback and Kindle versions can be purchased from Amazon.com

If you purchased original "Preproduction Blueprint" (PDF ebook and videos) and need to have the older version re-downloaded, you can still do so at any time by emailing me. I will renew and resent the links. Just make sure to include the e-mail that you used to purchase the product with so I can look up your order.

Updated & Revised - Preproduction Blueprint: How to Plan Your Game Environments and Level Designs

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