r/leveldesign

Image 1 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 2 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 3 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 4 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 5 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 6 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Image 7 — After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.

After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.

Hey! I’m Jiyan, the level designer on Undertaker, a gothic FPS being developed by a team of just three people.

For the past few months, I’ve been working on this massive interconnected map, slowly losing my sanity over every path, landmark and suspiciously placed rock haha. After many long days of work, almost the entire world is finally connected and playable!

Each biome has its own atmosphere, landmarks and gameplay identity, while still feeling like part of the same world. There’s still plenty of polishing left, but seeing the whole journey finally take shape feels incredibly rewarding.

Which area is your favorite?

u/SplitSignalStudio — 13 hours ago
▲ 32 r/leveldesign+1 crossposts

Roll Your Dreams: An Open-Source Katamari-like Level Making System

Lots of people love Katamari, and some even want to try to make their own things. The problem is that a lot of people aren’t able to do that, and the people who can have to spend so much effort on the basics that they barely have any time left for making levels, and they’re just as limited in how many objects they can make to roll up. I have a solution for that.

Roll Your Dreams is an open-source system that makes it easy to create your own roll-and-grow levels and games, with no coding needed. But that doesn't mean that the levels you make need to be simple. It will have lots of flexible tools and options to let you create detailed levels with different types of goals and challenges.

You can play a small demo level that shows off some of the features here. https://acamaeda.itch.io/roll-your-dreams

Roll Your Dreams is still in an early stage, and it will be a community effort to make it into something truly great. We need:

- 3D modelers to help build up a huge library of things to roll up

- 2D artists to make other types of assets

- Programmers to help develop new features

- UI designers (the current UI is placeholder)

- Musicians to make tunes that make you want to keep on rolling

- Sound effects people for those wacky noises when stuff gets rolled up

- People who really get the vibes and can help find assets that are free to use online

- And probably more!

If you want to help, make levels, or just see what other people are making, join the Discord! https://discord.gg/hUc3wtej2Y

reddit.com
u/Acamaeda — 2 days ago

My first level

I'm new to level design, and this is my first serious level sketch. I'm looking for feedback to improve. So I decided to post it here. I attach the sketch and a bit map, to visualize different sorts of activity are equally displaced in the level. Orange is horror, green is exploration, purple is a "wow" moment, red is action, and blue is calm moments.

I also attach photos with a detailed text - walkthrough.

I'm especially interested in feedback on:

pacing and progression

backtracking

boss encounter

environmental storytelling

whether the player is given enough information to understand where to go

The initial brief for this level was:

"Underwater Research Station"

Setting

Several kilometers below the surface lies a scientific research station.

During an experiment, an accident occurred.

Communication has been lost.

Most of the station's sections have shut down.

Water is beginning to leak inside.

The player is an engineer who has found himself as the only person left in this sector.

Player's Goal

Reach the central control room and restore power to the station.

Restrictions

The player starts with only:

a flashlight;

an adjustable wrench

a Level 1 access card.

There are no weapons at the beginning.

Level Requirements

The level must include:

at least 2 branching paths where the player has to choose which route to take;

1 short safe area where the player can take a break;

1 moment of surprise;

1 location that the player can see in advance but can only access later;

1 new tool or item that changes how the level can be navigated;

1 large final room where the main objective of the level takes place.

Thanks!

u/Exciting_Skin_5264 — 7 days ago
▲ 12 r/leveldesign+2 crossposts

EPISODE 129 - Duke Caribbean: Life's A Beach! (Part 2) - Boomer Shooter Saturday

It's Boomer Shooter Saturday again! Come join us at 11:00 AM EST for some level editing for Duke Nukem 3D, then we are finishing the second half of our playthrough of Duke Caribbean: Life's A Beach! Come soak up the sun filled vibes and build with BUILD (Engine)!

We are continuing to shape up our Underwater Research Facility map we started a few weeks ago, defining the play area and aesthetic. We got some solid foundation work happening, so come offer your thoughts and opinions, and maybe I'll just add them in!

youtube.com
u/TheLegendOfDevon — 5 days ago
▲ 36 r/leveldesign+1 crossposts

[Hiring] Environmental Concept Artist Needed

We’re looking for multiple environmental artists who are experienced with creating stylized, unique environments, buildings, and props.

We’re currently working on multiple maps and need artists who can help with:

• Map layouts and environment design
• Stylized, unique buildings
• Environmental props and set dressing
• Creating interesting locations that feel distinct and memorable

Since we have multiple maps in development, we’re looking to bring on several artists.

Interested?
Please reply to this post with your portfolio.
Do not DM me, I will reach out directly if we’re interested.
Looking forward to seeing your work

Budget: $125/Map Set

u/Kind-Commission80 — 10 days ago

Working on the visual style for our multiplayer Hell-themed game

We've been working on the visual direction for our indie game, Hell Roulette, and wanted to share a screenshot from an in-game round.

We're going for a stylized 3D noir aesthetic, mixing cartoonish mafia characters with a darker Hell-themed environment.

This is one of the current versions of the game's table, characters, lighting and UI. We're still iterating on everything, but we're pretty happy with how the overall scene is coming together.

What do you think of the visual direction?
https://store.steampowered.com/app/4791340/Hell_Roulette

u/BluffThenReload — 9 days ago

I made a blender geometry node setup for CSG like vevel designe

the only bad side is that you need to mark open spaces with an material that will delete the geometry on the node setup or else it will bug the face orientation calculation

u/Helpful_Individual40 — 12 days ago
▲ 4 r/leveldesign+1 crossposts

Upcoming changes

This week I am working on improving the editor and collections. For those that don’t know you can chain boards that get unlocked into collections to create multi level boards.

I am adding in the leaderboards for these collections, specific post types, making it easier to immediately drop into the editor.

I got a request to add more cosmetic options for the boards. So those will arrive soon.

I would like to again make callout to everyone that has joined and enjoyed or raged at playing MarbleMazes. Please come forward with
your frustrations with the editor,
bugs you come across,
Marble skins you want.

I’m open to hearing how you want the game to evolve and eager to build more.

u/inFame — 13 days ago