@Monowlith Hey Fabian! I’d really like to send you a message to ask you some advices and curiosity about your pipeline and workflow for the project, but i didn’t find the way here on twitter. If it’s possible to dm you please let me know, it would be great :)
Made a 122 page Level Design document where I gather useful senior dev knowledge.
The goal was to gather up all this knowledge in one place. Both for learning and as reference.
Hopefully people find it useful and any feedback is welcome 😄
Link:
https://t.co/MwvsXEjd95
@GameLevelDesign@Rezus1991 @anodinidades Great to know! It would be super useful making a video about this topic, your general workflow, tips and tricks about setting up a project. It’s surely a hot topic for many people. Just a suggestion ofc :)
@aminmontaze@Rezus1991@GameLevelDesign Super interesting post! Thanks a lot for sharing! I always struggle during development if going or not into 3D software, if could be a waste of time or not. Definitely useful knowing that in professional studios this happens not so often
@aminmontaze@Rezus1991@GameLevelDesign In that case what’s your process? Do you generally use a 3D software to creare single props or do you also model largest scenes?
@Rezus1991 @anodinidades @GameLevelDesign PT.2 I know UE5 comes with the all new integrated modelling system. What workflow do you prefer guys? Could be useful make an initial blockout with primitives to set measures and metrics properely and then import the scene to a 3D software to add details to the scene
@Rezus1991 @anodinidades @GameLevelDesign PT.1 I’m wandering about the same thing; it’s certainly easiest to iterate by using primitives inside the engine, but at the same time a modelling tool gives you much more freedom and precision with a less fluid workflow due to the import/export process
@TrueColorsDev@EgonElvis I agree, feels like the jump momentum doesn’t match the run momentum, the speed seems to decreases till the highest point of the jump, and the character land always on the outside of the platform! Less friction in the air and a bit more propulsion could be and iteration :)
A common misconception I see quite often about Level Design is that it’s just for LEADING the player somewhere instead of QUESTIONING the player. Good level design asks questions, uses failure to teach and rewards success. It’s not just about getting players through a door.
I'm researching how "Gestalt Laws" can affect and enhance #leveldesign and #gameart design thinking.
This time it is the "Law of Proximity"
Everything is pretty basic when dissecting it, but knowing the rules before breaking them is what matters here 🥳
A thread! 🧵1/9
@MaxPears As for the AI, I think that the advanced ALS from JakubW is the most usable work available online in terms of simple patrolling routes. The problem is that the project is very deep, and modifying some scripts could lead to errors and incompatibilities
@MaxPears Yeah same for me with the Lewis F project. The throwing works very well, but imo it would be great if the character mesh could be changed to the cleaner unreal mannequin one.
@Pikachuuzz Love how you have evolved the fighting area: the circular routes created with the stairs and the usage of covers. They really help to understand the space ratio. Are trees and foliage part of an external package?
I'm Researching how the Gestalt Principles can more directly be applied to #leveldesign and World Building.
This is the first "Law" that is more of a wrapper for all the others. Stay tuned for more.. 😅😘