#leveldesign search results
pt2. With Streetdog BMX, I was given a single concept for mood as reference for what the setting & tone of the level design should look like. Here are some final maps beside the references for it. Concepts by Khairizal Rahmat Environment art by Joshua Llorente #leveldesign
Lobby is designed to be a place to meet, train, have a good time between deployments, but also celebrate the community. Here's a quick glimpse. Let us know your thoughts in the comments. #PlayBodycam #LevelDesign #TacticalFPS
Overthrow (Pre-Release) OUT NOW 🏰 steamcommunity.com/sharedfiles/fi… @rastick_ld #CS2 #gameart #leveldesign #counterstrike
Architectural variety in Watch Dogs Legion and how designers plan outposts patreon.com/posts/15641742… #GameDesign #LevelDesign #Architecture #Urban #WatchDogs #Ubi #Ubisoft #WatchDogsLegion
I’ve been experimenting with environmental storytelling and player psychology through a Backrooms-inspired series. I’d love to hear your thoughts — especially on the pacing and atmosphere. #3DAnimation #LevelDesign #UnrealEngine5 #GameDev #LiminalSpaces #3DArt #Backrooms
Starting a new journey in Unreal Engine — experimenting with simple blocks and light to build atmosphere. Sharing my projects from the very beginning #UnrealEngine #GameDev #LevelDesign #3DArt #EnvironmentArt #IndieDev #DigitalArt
It gets tedious at times but in general Pragmata has very impressive #LevelDesign with backtracking that's worth coming back.
While I'm playing through Pragmata, I want to note that the game's level design has my deepest respect. - Very often you can spot items that you can't reach yet, but you already know they're there and you start planning your route to them. - On vertical levels, from certain view
With Streetdog BMX, I was given a single concept for mood as reference for what the setting & tone of the level design should look like. Here are some of the final maps beside the references for it. Concepts by Khairizal Rahmat Environment art by Joshua Llorente #leveldesign
The combat is a rhythmic dance of beam swapping and lock-on strafing. Switching between the Power, Wave, Ice, and Plasma Beams to exploit enemy weaknesses feels as fluid today as it did two decades ago. A masterclass in mechanical depth. #Samus #LevelDesign #GameDev
Lighting + fog really changed the feel of this scene I am still experimenting, but this could evolve into something for the game. #gamedev #UE5 #leveldesign #indiedev
My latest #leveldesign project messing around with the modding tools in #Hytale It looking quite good so far, despite the WIP facad. It is a fully explorable mega-dungeon with semi-random rooms and an authored exploration interest curve.
Building a clean tunnel prototype means careful snow management. Using terrain tools to sculpt and pull snow prevented collapses, ensuring a smooth process without endless 'undo' steps. #GameDev #LevelDesign
Quickly rigged a light source at the entrance for development visibility. Discovering secret areas feels rewarding! Imagine a friendly NPC greeting you or a hostage scenario to add depth. #GameDev #LevelDesign
This game design explores level limits and player freedom. Should barriers be physical fences or implied boundaries? The challenge lies in balancing player agency with structured level design to prevent bugs and frustration. #GameDev #LevelDesign
Building a hidden tunnel entrance into a bunker can be a game-changer. Using negative space for the entrance is a new technique that adds a unique challenge. Gotta break a box to get in! #Gaming #LevelDesign
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