Greg D'Alessandro Posted June 15, 2016 Report Posted June 15, 2016 I plan on becoming a level designer, and I want to learn and focus on Unreal Engine 4 and Unity. I also want to learn various workflows and standard practices that are used in the industry. But I don't know which way(s) to approach blocking out/prototyping levels for level design. I've heard people say to use 3d modeling apps like Maya or 3ds Max, and others say to use BSP in Unreal Engine 4. But I've also heard that BSP should be avoided. I also plan on making different types of levels/genres (in UE4/ Unity): Singleplayer, Multiplayer, FPS, Puzzle, Open World, etc. So I feel that there would be different workflows to consider for the different types of levels/genres. Questions: 1) Is there a standard or widely used workflow for prototyping/blocking out levels in the industry? Does the process completely vary from company to company? 2) How do you decide which workflow/process of prototyping/ blocking out the level to use for the project/level that you are working on? (Are you told how to go about doing it?) 3) What process/workflow would you use for prototyping/blocking out different types of levels/genres? 4) For Unity: Is ProBuilder worth using/learning? I want to learn workflows and standard practices that are used in the industry. (So if this is never used, then I don't want to use this tool) Other threads of interest: https://www.epicgames.com/unrealtournament/forums/showthread.php?18571-So-Epic-Lets-talk-about-BSP Thank you. K 1 Quote
Sentura Posted June 15, 2016 Report Posted June 15, 2016 don't use unity for level design clankill3r 1 Quote
Greg D'Alessandro Posted June 16, 2016 Author Report Posted June 16, 2016 Anyone know? 15 hours ago, Sentura said: don't use unity for level design Also, why should you not use Unity for level design? Quote
Radu Posted June 16, 2016 Report Posted June 16, 2016 Here's an oversimplification on how to build a multiplayer level: Decide on what theme you want to use. Design the layout with the said theme in mind. Block out the level using simple/crude shapes to test flow and timings. Don't forget about optimization. Add a few theme elements and spend some time working on lighting. Then you'll want to conduct several tests and improve it accordingly to feedback from each session. After you've reached a balanced version, start the art pass. Don't forget about optimization. Remove any unnecessary details. Do more tests and correct any bugs or unintended exploits. Release. Profit? JSadones 1 Quote
2d-chris Posted June 16, 2016 Report Posted June 16, 2016 There is no standardization, it's too broad of a subject, with the exception of don't add too much detail early on (tons of props, complex geometry) organic maps are easier to prototype in a separate 3d application (Maya/Max) and urban maps can be made easily with in editor tools. Here, check this out. Radu and Sentura 2 Quote
Sentura Posted June 16, 2016 Report Posted June 16, 2016 5 hours ago, Greg D'Alessandro said: Anyone know? Also, why should you not use Unity for level design? I don't really want to get into detail here with stuff other than in the talk, so let's put it like this: Unity is barebones. Everything you want to do extra, you have to do yourself. You have to learn javascript or c# in order to script properly, and you have to develop your own tools for it if you want to automate parts of your workflow. Level design has to happen either by purchasing plugins or by using 3rd party applications such as max or maya; which, like learning a programming language, will take some time getting used to. For someone who is just starting out doing level design, dealing with pipelines and incomplete workflows, and mastering two separate disciplines at once is not something you want to do. Focus on engines where you can put ideas into gameplay spaces the fastest. UE4 is a good choice, the BSP tool is amazing for quick blockouts. You can also work with Source; which will provide you with more game ready content, but will give you less creative freedom in terms of what kind of game you want to make. Stop caring what people think about BSP or Max or Maya or whatever, just start making something. Talk is cheap, and if you choose to not use a tool because others say its bad, you're doing yourself a huge disservice in not finding out yourself why it is bad (or good, for that matter). Focus on getting shit done, not beating around the bush with discussions. I'd rather see a screenshot of a work in progress than these kinds of questions that in the end will do nothing to help you at your current level of experience. If you're stuck with what to do, just start by putting down boxes and see if you can get something playable out of it, regardless of what it is. 2d-chris, FrieChamp, Bevster and 1 other 4 Quote
MikeGon Posted July 25, 2016 Report Posted July 25, 2016 This may not suit everybody, but this is how I create layouts/prototype most of the time... In a "General to the particular" order (The big idea of the level, and then the spaces, and then smaller and smaller until I get to environmental story telling with tiny props on a desk): 1 - For the big general ideas: Pen and notebook, or any fast, sketchy drawing application with only boxes, circles and basic shapes like that (I like Google Drawings). You don't work on the spaces, you work the relation between the spaces. The general layout. 2 - Capture this image and import it right in your editor as a texture, and apply it on a plane/box flat on the ground 3 - Play in the level and walk on your image. Try out different scales and try to get a feel of the scale you want, and nail that down immediately. Publish it and test with other players if you can. Go back to step 1 and make iterations until you're 100% satisfied. 4- Create the basic logic of your level. Spawn AIs, build their navigation needs and start fighting in the level. If there's an objective key item you need to pick up just drop it on the floor in its general area and move on. If there a complex script event just drop a in a debug message or something that says "The wall explodes!!!" and literally just delete a mesh that's there. If there's a flag for instance like a CTF make sure you can "pick it up", score and win/lose the game. Script basic doors and teleporters. Basically make your level playable from start to finish. 5 - Nail down the vertical aspect. Create you vertical navigation (slopes, stairs, ladders, jump pads, pits, etc.) and see if you like the relation between the different heights in the level. 6 - Block out the basic shape of your spaces using BSP or any tool that's fast and simple. Don't make block out shapes for a prop if its not if its not a major nav-block / vis-block - ...and you're good to start fleshing out! You know your level is gonna be fun because you've already been playing it and having a blast. I think the main thing here is to go step by step, general to particular, and take your time to make 100% sure what you have is perfect before going in details. From the moment you can play the level (as early as possible - step 3 here), always make sure its fun and everything is going in the right direction. You really need to nail down the major, low-level features of your level, or else you're gonna building your house on mud... Quote
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