BSP blockouts are one of the most important beginning phases of level design and environment art creation.
It is a process of using BSP brushes (cube, sphere, cylinder, planes etc.) to block-in your level designs and environments.
There are many other terms used for blockouts such as blockin, whitebox, blockmesh, greybox and they mean the same thing.
The purpose of BSP blockouts is to create the initial layout of the environment or playable level. It is to determine size, scale, proportions and composition of your environment. If creating a playable level you also must focus on playable space, flow, pacing, gameplay implementation, scripting so you can start play-testing.
Blockout’s purpose is NOT:
Nothing is final in your blockouts and the blockout WILL change.
The blockout phase often starts very rough.. You have to be flexible to change things around, working the whole map, determining the scale and size of your creation. This is why it’s important to use BSP geometry in UE4 to iterate very quickly.
As you work, iterate, update and refine, blockouts will eventually become the frame or the skeleton of your level or game environment hat you'll use to build upon and ultimately finish.
Blockouts become your foundation.
All content on this website is copyrighted ©2008-2020 World of Level Design LLC by Alex Galuzin. All rights reserved.
Duplication and distribution is illegal and strictly prohibited.
World of Level Design LLC is an independent company. World of Level Design website, its tutorials and products are not endorsed, sponsored or approved by any mentioned companies on this website in any way. All content is based on my own personal experimentation, experience and opinion. World of Level Design™ and 11 Day Level Design™ are trademarks of Alex Galuzin.
Template powered by w3.css