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Posts posted by Dea
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Hello fellow level designers! I like the new forum-look.


I made a video on how I helped design a level for the UE4 game Deliver Us the Moon, what the process was like and what I would do differently now a couple years later. I also fall into other tangents about level design that might hopefully be interesting.
If that sounds like something fun, I always appreciate people watching, discussing or giving feedback:
Hope you enjoy!
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Hello!
I am working as a Level Design Teacher at The Game Assembly in Stockholm, Sweden. It’s a trade school where artists, programmers and level designers have individual discipline courses and game projects together for two years and then go out on an 8 month internship. We often brag that the Swedish game industry is currently 10% The Game Assembly Alumni.

Our 14 Second-Year Level Design students are currently working on their portfolios that they’ll use to apply to internships with. They would really value some feedback from folks that are working in the industry.
So I was wondering if any Level Designers that are working in the industry would be interested in joining a Discord feedback session some time in March?Let me know if you or anyone that you know could be interested! (We are sadly not allowed to pay anything though.
Hopefully it could still benefit all parties though as you get a first look on the coming talent.
)
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I have been LD job hunting for the better part of a year now and it can be a bit taxing with all the work assignments and rejections stacking up so I decided to take a break and go ahead and study full-time at a university.
Not to completely derail this topic into Japanese 101 but that's funnily enough what I'm gonna study.
On 7/21/2019 at 1:36 AM, 0kelvin said:Just found out that the whole course of basic level of Japanese is available for free https://www.marugoto.org/en/
21 hours ago, AlexM said:Not sure if you are interested in learning to read but wanikani.com is what I use for learning kanji.
So thanks for the tips!
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A little bit disappointed that Pedro doesn't seem to have that awesome voice from the Launch trailer in the actual game.
Game looks sweet though.
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Baldur's Gate 2 and Divinity: Original Sin 2 are two of my fav RPGs so I am very excited to see what Larian does!
A bit worried about story stuff though which I think DoS2 did a bit poorly. My worry from the trailer is that they've taken Mindflayers and turned them into a faceless army for the player to massacre through, like Dragon Age Origins and the Darkspawn. Think Mindflayers are the coolest in BG2 where they can be plenty challenging in smaller numbers. Shadows of Amn also had such a great main villain I'd hate to see him be followed up by a army of Illithids that just wants to take over the world but we'll see.
On 6/6/2019 at 6:42 PM, grapen said:SDK please.


If it uses the same engine as DoS2 you're probably in luck.

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Hey,
I think that the design of your site is very clean and easy to navigate. It took me a while to notice the menu button in the corner though.
All of the pieces look great but I think they might be lacking a bit of documentation. Most of the texts you have feel like summaries and to me it doesn't feel like they go into any depth about your designs.
A gallery of pictures don't tell me much about your design choices so I think it would be great to get to know what your thought process was with some smaller descriptions here and there.Moonshine looks awesome but the top down don't really tell me much about how you can progress the level. I think a video playthrough of the map could be a great help to showcase how the level is played.
I've noticed a few spelling errors so I think it could be a good idea to copy paste your texts in a google docs just to get some free spell checks.
I'm not familiar with CS:GO but it looks like Invade have some great Workshop numbers that I would feature somewhere and brag more about. ;)
Overall I think the portfolio is great, it's just that I want more documentation on the pieces to get to know you better as a designer.
If you'd like some inspiration I sometimes look at Plubo's portfolio because he does an awesome job documenting his work on his maps.You do however have many pictures of really good looking and polished areas that I'm sure will impress a lot of peeps when they're looking over your application. :)
I hope you found something I said helpful. :)
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I have been playing the game for a bit now and I enjoy it! I'm currently a Level 8 Soldier and at 30 or so deaths.

If you're still taking feedback on stuff here are some of my thoughts, bugs and things I've noticed:
- The weapons all show current ammo / ammo clip total. Not what your overall total ammo is. So it becomes a bit of a surprise to me whenever I have no more ammo left.
- Zooming in with a weapon moves the camera into position right away which is a bit jarring for me. I think that the camera needs to be actually moving over there in a quarter of a second or something instead of teleporting there to smooth the transition.
- Some of the weapons feel like they're floating in front of you because you can see the trigger and nothing pressing it down. It looks fine for most weapons like the sniper and shotguns but with the Blaster it looks a bit obvious that it is just floating in front of you.
Spoiler
- The flashlight light is a bit far away from the player and not centered. This becomes most apparent when activating it right in front of a wall.
Spoiler
- The corpses on ground needs to have their necks and feet constraints locked to an angle in their psychicsbody so that their feet and heads don't dangle by themselves when they're on ground.
- "Levels" is a term that you use for both the character stats and the different stages of areas. I get confused by it now and again. I would change the location "levels" term to something else, like stage or area or something.
- The landscape looks a bit too smooth and round so it clashes a lot with the blockier parts in my opinion. I think you can get away with the more blocky approach for the outdoor terrain too.
Spoiler
- Towards the end of "Behind the Wall 1/3" I feel there's a giant uptick in difficulty. There's this spot (See screenshot) where there's a scripted event with the mini gun guys spawning in front of the exit as well as some demons spawning in the room behind you. You get completely surrounded and quite screwed. After dying a lot I chose to just finish that part by running straight to the exit, somehow not triggering that event.
Spoiler
- I have just finished the "Behind the Wall" stages and now have the choice between Soldier's Overlook and The Dark Base. I am level 8 and underleveled for both. Is the idea to grind more in The Behind the Wall maps? If so I feel there needs to be something new to it, like a new optional secondary objective or something.
I think the game is pretty solid so far and some of these points are just nitpicks so good job! You've really nailed making the shooting feel great and satisfying. The weapon arsenal feels unique and varied and each weapon I've tried has a become my new favorite.
Is there a public bug report sheet by the way?
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1 hour ago, blackdog said:
A place to talk about exclusive releases, offers/sales, your own experience publishing on it... and controversies!
For now the store has made a name for itself only for the latter.
I think it's done a pretty good job on the offers/sales side though. I think it's pretty cool that there's always a free title to grab from their store. Currently it's Slime Rancher. Got Subnautica for free in December and as far as exclusives go I look forward to seeing Journey hitting the store. :)
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15 hours ago, Castle said:
But the next content patch I want to experiment with going much further in the Souls Like direction with a series of semi open ended levels that are interconnected.
I haven't played Revulsion yet but it's my strong belief that no matter the genre: the more Dark Souls-inspired interconnected areas a game has the better it becomes. Especially if it's Tetris.
15 hours ago, Castle said:Anyone here want some free keys for the game?
I'd like to try it out if you can spare a key.

I've been meaning to give it a try but just haven't had any monies as of late. Just saw that there are also two recent negative reviews that are both from players with around 40 hours played which just made me more curious to play the game.
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I journeyed over here to drool at the art some more but looks like the images have been taken down or the links have stopped working. Hope it gets fixed!
- Interfearance, blackdog and G__R
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Really like RE1 remake and watched my brother play the original RE2 when I was super young but I barely remember anything. So kinda avoided this thread like the plague in case of original game spoilers.

I just finished the Claire playthrough of the new Resident Evil 2 on PS4 though and here are just some of my non-spoilery thoughts.
When it comes to the variety of levels to explore as well as the variety of enemies and boss fights I feel that this is really crappy compared to the the Resident Evil 1 remake.
Environmental art at the police station is absolutely amazing but that level of quality steadily declines as you progress.
Story wasn't as fleshed out or long as I'd hope and was really rushed. And to get the full story for each character you apparently have to new game+ it which I am not the biggest fan of. Since Leon has his own thing going I might look into a Leon playthrough but kind of leaning towards looking it up on the tubes without having to redo the more frustrating parts of the game.
TLDR:
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As a person of the minority who has never played CS:GO this is my favorite sentence in this thread:
1 hour ago, MikeGon said:Oh and... why not do one on a modern engine this time around?
I'm not sure what it would do to the amount of entries, since most people seem to focus on CS:GO here but the Door Challenge seemed to have a somewhat big amount of entries.
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They've shown more than I thought already:
Also a playthrough of the Stratholme mission though there's commentary and stuffz:
And apparently the story will be expanded upon a lil' bit to include more Jaina and Sylvanas stuff:
https://www.polygon.com/blizzcon/2018/11/2/18057924/warcraft-3-reforged-classic-compatibility-blizzcon
Really looking forward to see what they'll add to it.
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Seems Blizzard is remastering Warcraft III next!
https://www.gamespot.com/articles/warcraft-3-remaster-reforged-revealed-at-blizzcon/1100-6462974/
Those super saturated team colors wakes up a lot of memories, would've thought they'd tone that down a bit for a remaster.
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9 hours ago, Minos said:
Mandy
Yep! Just watched it yesterday, was quite the experience.
Your turn! -
Not sure what rule you're referring to but I can go again if you don't want to.


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Ah okay, composition and propping makes sense as level art to me. Though prop modelling is the first thing that pops into my head as I see "level art".
It's up for interpretation a bit as a lot of level artist and level designer tasks are so interchangeable with each other depending on the company. I think it's probably safe to call it level art though.
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18 minutes ago, Mitch Mitchell said:
X-men Days of Future Past?
Yep, that's correct!
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Hey!
The font used for your name and role in the upper left corner is a lot more rounded and doesn't go well with the other font on your page. I'd recommend taking a look at what pairings of fonts work well together over here: https://fontpair.co/
The same name/role image also makes the page feel a bit messy, because each row has a different starting point:
I would put the rows in that image so that each row has the same horizontal starting point as the projects title on the page. I think that small thing would make the entire page feel a lot cleaner.
I find it a bit odd that your Dying Light map is listed as an "in-house engine" and not a individual project.
On the banners of Skylar & Plux and Trial you mention level art but don't really go into or show if you have modeled anything for the projects as far as I can see.
But overall your documentation seems pretty dope to me. I love small touches here and there, especially that you show multiple .cs files that you can open and close, integrated into the site design.
Saving your CV as a .docx file can be a bit risky by the way as some of the formatting might get lost for different peeps. I'd go for a .pdf which is more reliable when it comes to that.
I am looking for work myself at the moment so maybe take my feedback with a grain of salt. I have been where you are and looked for internships before though.
I wouldn't worry too much, just keep looking and I'm sure you'll find something soon!
- zastels and JollyHolly
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Been playing around a bit with the Far Cry 5 level editor

Some of the editor's assets are simply just too amazing for me to use though.
- Rump3L, esspho, Serialmapper and 9 others
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A third person action-RPG take on the Diablo franchise feels like it could be amazing.





"Designing an Outpost on the Moon" Video
in Level Design
Posted
Thank you, Thrik!
Happy to hear that, I hope you’ll enjoy the game!