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Recent Tutorials/Posts

CS:GO SDK Hammer Source "Abandoned House" Workflow (Part 1/5) - BSP Block In Tutorial

Category: Source: CS:GO SDK, Source: L4D2, Source: L4D1
January 19, 2017

In this 1st part of 5 you will see the entire BSP block-in process of an abandoned house environment. This process can be applied to any game environment you create with Hammer Source.

I will be using CS:GO SDK version of Hammer Source, but any Hammer Source version will work with this tutorial including Team Fortress 2, Half-Life 2 and Left4Dead series.

BSP block-in is the first and most important development process that starts you off to create your game environments.

A lot of topics are covered in this tutorial including planning/preproduction, scale, layout, essential entities to quickly compile and test, using developer textures and blocking in the entire house environment.

Let's begin.

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121 Level Design and Game Environment Location Ideas (Updated)

Category: Level Design, Game Environment Design
October 17, 2008 (Updated: December 08, 2016)

Update: List has been rewritten and revised to include a total of 121 locations (originally 100). All images have been updated.

Ideas are everywhere.

Every time you see a photo, concept art painting, a movie, every time you step a foot outside your door - all contain possible ideas for a game environment or a playable level.

But sometimes you want to see a list of possible locations ideas to stimulate your mind without having to actively look for them.

I originally created this list in 2008. It was actually one of the first posts on World of Level Design.

Now, 8 years later it is time for an update.

Mix and match any these locations to create a unique idea for a stand-alone game environment or a playable level design.

So whenever you get stuck and need help to generate idea locations - this is it.

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WoLD Thanksgiving 2016 Sale (Nov. 25 - 28) 4 Days Only

Category: News/Updates/Resources, Level Design
November 25, 2016

UPDATE: "WoLD Thanksgiving Sale" has ended.

It is time for WoLD Thanksgiving Sale!

World of Level Design has been here since October 2008. Even though Thanksgiving is a National Holiday, I view it almost as WoLD birthday. It is a celebration of another year for WoLD being here and I don't plan to stop any time soon.

Today is the beginning of "WoLD Thanksgiving 2016 Sale". It will run for only 4 days and you must use a discount code Thanks2016 prior to checking out.

If you were planning to purchase any of the premium downloadable tutorials, for next 4 days you can get them at significant discount.

Here is the breakdown.

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How to Plan Level Designs and Game Environments in 11 Steps

Category: Level Design, Game Environment Design
November 29, 2011 (Updated: November 21, 2016)

After failing over and over for years at level design and game environment art I finally found something that has helped me to begin, work and complete most of my projects.

My senior year in college I completed my animation thesis due to an entire semester in planning course called Animation Prepro. I completed DM-IcyApex in 3 weeks and DM-LightHouse map in 11 days because I spent time in planning and knew exactly what I was going to create prior to opening a level editor.

This planning process is called "preproduction" and since 2009 I have completed dozens of projects using the "Preproduction Blueprint" method.

In this tutorial you will learn 11 step planning workflow to use for all your projects to help you finish them.

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Why I Failed for Years at Level Design and Game Environments

Category: Level Design, Game Environment Design
November 29, 2011 (Updated: November 17, 2016)

Looking back over last decade it is easy for me to say what I did wrong, what I should have avoided, what I could have done better and where I should have focused my time on in learning level design and game environments.

The mistakes and failures I went through were extremely valuable, even though at the time it seemed like I wasn't going to pull through.

But, I do wish someone could have told me a few things to make level design and game environment art creation a simpler process to go through. Certain principles to keep in mind and goals to aim for so I didn't have to re-invent the wheel. It would have helped me to avoid starting a project after project and never finishing a single one.

The biggest roadblock I had to focus on was planning. I needed to know what I was going to create before starting any projects. I believed that if I had the foundation, vision and a plan to execute it would help me finish my work.

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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: How to Plan Game Environments and Level Designs" paperback and Kindle versions are done!

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CS:GO SDK In-Depth Guide to Creating Breakable/Non-Breakable Glass Windows

Category: Source: CS:GO SDK
September 22, 2016

There are 4 ways to create glass windows in Hammer Source for CS:GO SDK. First three methods will use BSP brushes and fourth will use a prop entity.

In the following tutorial we'll cover how to create:

  • Fully breakable glass windows
  • Partially breakable glass windows
  • Non-breakable glass windows
  • Using props for glass windows

Continue to the Full Tutorial...

13 Beginner Tutorials to Get Started Learning Maya LT/Maya for Game Environment Modeling

Category: 3D Modeling: Maya LT/Maya, Collections/Tutorial Series
September 14, 2016

The following tutorials are directly from Module 1 of 3 in "3D Game Environment Modeling Foundation" series. I've released this first Module completely free. It is focused on teaching you how to get started with interface overview in Maya LT/Maya specifically for game environment artist.

The first entire Module has been released for free. It is focused on teaching you how to get started with interface overview in Maya LT/Maya specifically for game environment artist.

Watch all 13 tutorials and begin learning Maya LT/Maya for game environment modeling.

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Maya LT/Maya: How and Why to Delete Objects Construction History - Beginner Tutorial Series 13/13

Category: 3D Modeling: Maya LT/Maya
September 13, 2016

The following tutorial is directly from Module 1 of 3 in "3D Game Environment Modeling Foundation" series. I've released this first Module completely free. It is focused on teaching you how to get started with interface overview in Maya LT/Maya specifically for game environment artist.

As you model your game environment assets, Maya LT/Maya will keep all of the object's construction history as you work on it.

At some point this will begin to increase your file size, decrease scene calculation speed and slow down viewport rendering - unless you delete construction history on that object.

Continue to the Full Tutorial...

Maya LT/Maya: How and Why to Delete Objects Construction History - Beginner Tutorial Series 13/13

Category: 3D Modeling: Maya LT/Maya
September 13, 2016

The following tutorial is directly from Module 1 of 3 in "3D Game Environment Modeling Foundation" series. I've released this first Module completely free. It is focused on teaching you how to get started with interface overview in Maya LT/Maya specifically for game environment artist.

As you model your game environment assets, Maya LT/Maya will keep all of the object's construction history as you work on it.

At some point this will begin to increase your file size, decrease scene calculation speed and slow down viewport rendering - unless you delete construction history on that object.

Continue to the Full Tutorial...

Maya LT/Maya: How to Save, Open and Start New Scenes - Beginner Tutorial Series 12/13

Category: 3D Modeling: Maya LT/Maya
September 13, 2016

The following tutorial is directly from Module 1 of 3 in "3D Game Environment Modeling Foundation" series. I've released this first Module completely free. It is focused on teaching you how to get started with interface overview in Maya LT/Maya specifically for game environment artist.

Starting, Opening and Saving scenes in Maya LT/Maya is a straight-forward process but a very important one to not ignore.

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Maya LT/Maya: How to Create and Manage Custom Tool Shelf - Beginner Tutorial Series 11/13

Category: 3D Modeling: Maya LT/Maya
September 13, 2016

The following tutorial is directly from Module 1 of 3 in "3D Game Environment Modeling Foundation" series. I've released this first Module completely free. It is focused on teaching you how to get started with interface overview in Maya LT/Maya specifically for game environment artist.

Tool Shelves in Maya LT/Maya offer a quick way to access some of the most commonly used functions.

Maya LT/Maya comes standard with a few shelves already. But it is better to create your own to place tools that you use the most.

Let's create a custom tool shelf specifically for game environment modeling to speed up our workflow.

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