
Welcome to "WoLD Insider" newsletter issue #14.
Every single "WoLD Insider" newsletter features level design and game environment art advice, tips, ideas, inspiration, links, resources and updates about World of Level Design. "WoLD Insider" is EXCLUSIVE to you as WoLD subscriber.
Following Issue #14 of "WoLD Insider" contains:
In addition to In-Depth Overview tutorial for using Game Exporter in Maya, I did a quick video tutorial showing you the entire process in under 5 minutes.
Learn how to quickly export a lot of Static Meshes from Maya to UE5 with 1-CLICK. Perfect for a large set of modular assets.
Make sure you name your meshes and control the pivot points and the rest is done for you.
Let's model Half-Life 2 inspired wooden supply crate. One of the most iconic props to have been created for a game.
Full Let's Model Tutorial #1: Wooden Supply Crate...
Let's model low-poly, modular sci-fi wall with inner rounded corner windows.
The wall will be perfect to use within a modular set and it will contain two different variations on the same model. This way you can take the wall, rotate it 180 degrees for different type of featured detail.
Full Let's Model Tutorial #2: Low-Poly Sci-Fi Wall...
Let's model a modular sci-fi doorway with a door that can be opened or closed. This asset will fit perfectly with the asset modeled in Let's Model #2.
Full Let's Model Tutorial #3: Sci-Fi Doorway and Door...
Let's model a metal folding chair prop. Perfect for set dressing a cafeteria or a break room environment.
Full Let's Model Tutorial #4: Metal Folding Chair Prop...
Visualize and conceptualize on paper. When trying to figure out new design while not copying one specific concept or photo - go back to drawing and sketching. Look at different photo references and styles. Start sketching them all down. Do different variations. Be quick. Visualize on paper. This will help to make a decision on which design to go with much faster than having to model something multiple times with different variations. Doing this has saved me a lot of time.


Always liked curved geometry on corners, windows and doors.
Curved architecture tends to be more aesthetically pleasing. Easier to make the eye follow curved surface rather than straight sharp corners. Curved rounded architecture also communicates lack of threat, i.e. safety.


Curved wall architecture creates fluid flow influenced by nature. It offers aesthetic design quality 90 degree corners can't. But presents few problems w/modular meshes. Few ways to fix it by creating curved hallways that are longer or using rounded columns to hide the corners.

Doorways without doors are called cased openings.
Cased openings provide separation and framing of space without disrupting flow like a doorway and having to open/close a door.

Nothing is more enjoyable than modeling and creating in the middle of the night. It's quiet, peaceful, no distractions and you are more focused.
You put on your favorite music, open up your project and work.
Utilize more night-time working sessions. You'll get some real work done.


Don't ever underestimate the amount of work and progress you can make on your project in just 2-3 fully focused and immersed hours. Many think that if they can't put in a full day of work then they shouldn't even work on it.
But in just couple of hours, you can make significant progress towards the environment you are working on.
Set a timer for 1 hour to model, UV, texture, light, prototype or fix. Take a short break then do another 1 full hour of immersed, focused work. Do this for few weeks and you will see how much progress you've made.
If you sit on your level design or environment ideas for too long and don't execute to create them, you will lose them. The momentum will be gone.
When moment of inspiration strikes and you get that fire in an idea - quickly analyze it, plan it and then implement the idea right away.
Better to try and not finish the project than think back of what you wish you should have started.
Now this doesn't apply if you are already working on an existing project. You don't want to shift to a whole new project and abandon an existing one. In such cases it's better to write it down and continue working on current project. You might be able to implement the idea into your current project but don't switch to every new idea whenever it pops up.
There are levels to this.
I snapped proof that low-poly trees do exist. Capture interesting photo reference in the world, it forces you to look for ideas you may miss otherwise.

Hope you enjoyed this newsletter issue and check out some previous issues for more tutorials, techniques tips, advice and resources.
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