r/leveldesign
What do you think about Blender's status bar hints ? (we are trying to implement ours)
We wanted to add status bar hints to our software, inspired by Blender.
We found this feature really useful because it feels like the software teaches you how to use it as you work, so we decided to implement a similar system in our software.
Do you think Blender’s status bar hints is user-friendly?
Do you know an other software with this feature for more inspiration?
For some context, we're developing CYGON, a dedicated level prototyping tool. Our goal is to speed up and simplify the prototyping phase while integrating smoothly into existing workflows.
Seeking for a Feedback on my website from seniors.
Hello everyone,https://hingerohann.wixsite.com/rohanhinge (hook video in bg not working for some reason). This is the portfolio website i made, and it only has one level design project so far. I started my level design journey in a very ambitious way last year I took about 5-6 months and managed to finish this project after putting constraints later on. I realised the mistakes that I have made as a beginner along the journey. I presented my process by watching other people's really good portfolios. And i got very different feedback about my portfolio, and right now I'm planning to restructure my process on my website. I have second project in progress, which is almost ready for upload on the site. My question is what is the sequence i should go for to present my process? coz some people suggested you should put the process first before the beats some people said you need more images. some said don't use miro board as it opens a new tab and takes more time to load. So it got me confused what exactly i can do better to present the next project.
I know we should show our best work in the portfolio. But I have only two for now, as im going to make new levels in the future. I might put my best 2 or 3 on the portfolio.
some people also suggested me to show your 3d skills you have. Don't hide that in the about section, which i did, I need a suggestion on that as well.
Indoor Level Prototype - Player Guidance Through Minimal Spatial Cues
An indoor level prototype focused on guiding player decisions through minimal spatial cues. Navigation and choice are communicated through scale, light, and spatial contrast, without relying on UI or explicit direction.
- Diagram of the player's movement path from room 'A' to room 'B', where the player intuitively chooses room 'B' rather than room 'C'.
The space of room 'B' is larger, brighter, and more spacious. The color is warmer. This intuitively nudges the player toward choosing the passage to room 'B' rather than the narrow space of room 'C'. Additionally, from room 'A' to the 'choice point', we move through a narrow corridor (which also creates discomfort). The player seeks a more comfortable state.
The passage into room 'C' is slightly smaller than the passage into room 'B'. Above the passage into room 'C' there is an additional volume (mass), which also creates a feeling of discomfort.
In room 'B', 'windows' are additionally placed, which also serves as a contrast compared to room 'C' and the corridor leading to the choice point. It also acts as an accent reinforcing the correctness of the player's decision.
I’m developing a system where players can control how resources are distributed across machines.
Splitters allow dividing the flow, and merging lets you recombine outputs into a main pipeline.
Curious if you’ve implemented similar systems and how you handled balancing.
Working On Map Design in Unity 6 since last 15 day , full map video coming soon share your Suggestions .
I made a Godot 4+ plugin that makes 3D level design feel like playing a game (watch this 👇)
I originally built the Ultimate Asset Placer just to speed up level design for my own Godot project, but I realized it could save other devs hundreds of hours too, so I polished it up and published it for everyone!
Every purchase goes directly toward funding my indie game. Thank you so much to everyone who picks it up—you are literally keeping my dream project alive and I appreciate it so much.
Grab it here: https://choco-ted.itch.io/ultimate-asset-placer-godot-45-gd-script
https://choco-ted.itch.io/ultimate-asset-placer-godot-45-gd-script
Terrain-mesh Blending in Leadwerks 5.1
Hi guys, I'm putting on the final touches for the release of Leadwerks 5.1. Here's the recording for this week's live developer chat.
This Week's Progress
I integrated tessellation back into our new virtual texturing terrain system. Our stochastic vegetation system has been updated to work with the 5.1 renderer, with support for the new terrain-mesh blending feature. This blends objects into the ground but can also act as a color-grading tool that lets you easily create outdoor scenes with a professional cohesive look. The use of alpha-to-coverage with our multisample antialiasing (MSAA) makes grass and trees look clean and sharp.
Links
- Get Leadwerks Game Engine 5: https://store.steampowered.com/app/251810/?utm_source=reddit&utm_medium=social
- Join us on Discord: https://discord.gg/qTVR55BgGt
We’re currently improving the Steam page for our horror FPS The Infected Soul.
Which version do you think looks better visually? (1 or 2)
Any feedback on layout, readability, or overall feel would really help us.
You can also wishlist the game from the link it would mean a lot to us 🙏
We are building a 1920s Mafia sandbox (Strategy + TPS). We'd love your feedback on our level designs and environments!
We're a small indie team working on a 1920s crime sandbox. The core loop involves managing a Prohibition-era empire on a grand strategy layer, and then seamlessly jumping into Third-Person Shooter combat for raids and turf wars.
We wanted our level designs to reflect the two different sides of the underworld, and we'd love your feedback on these environments.
- The High Life: The lavish mansions and detailed offices are your safe havens—where you run your economy and deal with rival AI families.
- The Streets: The damp alleys, underground boxing rings, and wooden speakeasies are the gritty arenas where the actual TPS shootouts and raids take place.
We’ve been trying to balance that heavy, claustrophobic "noir" lighting with readable layouts so the tactical firefights feel good.
What do you guys think of the atmosphere? Does the contrast between the "untouchable boss" areas and the "dirty street" arenas work well for a 1920s setting? We’d love to hear your critiques on the lighting and overall vibe!
You can wishlist on Steam: Silent Authority: Blood & Bourbon
Do other level designers struggle more with simple movement gyms than complex levels?
Hey everyone,
I’m a senior level designer with around 8 years of experience (AAA/AA, mobile), currently mostly working on more complex levels, missions, problems such as layered spaces, pacing, combat/readability, progression, encounter flow, player motivation, composition, and combining multiple mechanics into a cohesive experience.
Recently i was given a task to design multiple simple gym-style challenges based on basic movement. On paper, this sounds like it should be easier than designing complex levels, but I’ve found it surprisingly challenging.
Not impossible, just much harder than I expected.
I think part of the issue is that my brain has been trained for years to solve complexity.
I also noticed that my instincts sometimes work against me. I tend to reject ideas because they feel too obvious or too basic, even though in a gym context that may be exactly what’s needed.
I had to create a gym with different challenge variations and difficulty 1-5 where Crouch as a movement is a challenge. I started simply by asking a question:
“Can this one basic movement be a challenge, interesting, readable, and useful by itself?”
And then iterating on a combination of Text-2D drawing-3D blockout until i reached what is challenging to me. That proved to be totally wrong after the feedback session with my Design Lead (Game Design Director). Also, this task was done by a Game Designer too, and he did it much better than me. It was very "lean" designed but it worked well for that purpose. I also think that if this task was given to Junior LD, they would do it with ease.
I would like to hear your opinion on this. Have you encountered the same issue? How did you solve it? How would you solve it if you got it?
Cheers!
Help me come up with theme map ideas!!!
Tachana Merkazit Hahadasha Tel Aviv in the Quake 2 game - A prototype custom map. Hamarcazit.bsp Q2!
youtu.beHow to prompt AI for a step-by-step "Lego instruction booklet" for level design?
"Hi everyone. I have an AI-generated map prototype and I want to build it in Unity. I'm looking for the right AI prompt to generate a visual, step-by-step assembly guide—just like a Lego instruction manual. The output needs to show the exact asset counts (e.g., 'X amount of this piece') and visual instructions on how they snap together. Any prompt ideas?"
Updated free & open source desktop app to prototype maps and levels
Hi! I want to share a project that I work for a while. There is a visual map editor that allows you to add points of interest, routes, and triggers to the future level's layout, transforming an abstract idea into a clear plan to be implemented in game engine
Each marker on the map, whether it's a quest point, an enemy spawn zone, or a hidden passage, can be linked to any document or object in the system. Clicking on a marker instantly reveals all the associated information.
All data stored in open structural JSON format so it can be used as real level editor for your game if you read these files in game engine (Unity, Unreal, Godot and others)
It started from idea to get rid off manual copying data from game design documents to game engine. And now it has a lot of features:
- construct wiki-like documents using a block editor and template system (markdown is supported too)
- design dialogues of your game in special graph editor
- create maps and prototype levels on canvas
- store and manage database of game objects
- use created objects inside engine directly or export data to customizable data formats (arbitrary JSON, CSV)
Made it free and open source. Please try (have Windows and Mac builds) and give your feedback
In new version made huge changes in working with filesystem. So, for now it watches external file changes, so when you are changing branch in Git repository, it will take all changes without reload
Source code: https://github.com/ImStocker/ims-creators
Itch.io: https://nordth.itch.io/imsc-desktop
Questions about the size of environmental objects.
I noticed that in the game DMK sometimes I come across objects whose scale looks strange. Because they are gigantic. I partly understand why. It is for good shots and a feeling of spaciousness. Because in some cases the size of the objects around Dante looks adequate. But on the other hand, why make such huge stairs where it does not seem very necessary? It seems to me that smaller stairs would not spoil the shot. Although, now I look and think that they give mass in the shot, which does not need to be filled with something else.
In the case of tombstones, I suspect that this HUGE stone, whose height is at Dante's level, is also for expressiveness? As a location marker, because small stones look just... stones. That is, you could put anything of a similar shape there, but it is the shape and symbols of the central one - it gives clear signs (ominous) to this piece of the location. Right? Or what is the reason for such gigantism?
Also bookshelves. To be honest, I didn't notice it right away (nice job!), but when I started to follow the sizes after the steps I wrote about at the beginning, I saw that the books are big. It probably makes more sense to make 4 levels of books, but big ones, rather than 6-7 "normal" (1:1) sizes books, if we talk about comparing Dante's size and how the books should look next to him.
Maybe someone can suggest materials on this topic or something like that? Why does it work like that, in which games, and so on.
Working On Level Design In Unity | Showcase | Suggestion For improvement are Welcome.
WORKING ON LEVEL DESIGN IN UNITY | Showcase |YOU CAN ALSO SHARE YOUR SUGGEST FOR IMPROVEMENT
A screenshot inspired by I am Legend and the Last of Us
Just wanted to share this screenshot I took in a game I am working on called "The Road Behind Us" It is inspired by I am legend, and the main hook is that you can play as your dog.
I am looking for ways I can improve the lighting and break up the tiled feel of some of the buildings. Any Feedback is appreciated!