Thanks for such a good presentation! I've been a game designer for a few years now and I'm currently deep diving into level design. This was super useful to learn new things and also to figure out how to put into words approaches and ideas that I generally have as I build my levels. It's quite hard to explain to others what is sometimes intuitive to me, and this is super helpful for that.
I've never heard these fundamentals presented so concisely, yet clearly demonstrated too, you've done a great job with this, as I am certain you do in your design work as well. Cheers!
I'm studying Game Art and Design, this video basically TLDR'd an entire semester of Level Design, in fact there's stuff here I don't recall being covered in my class, like one-way valves, tearing down walls, and privileged perspective. Gonna keep this video in mind when making my final project!
@@InjuredMuffin2 yeah, the truth is we are all just making it up as we go. There is no rule book or right way to do this stuff. Just gotta trust your gut and do what you think is best. I think my tips would be different even now if I were to make something like this again :)
one of the coolest things about this talk is realizing that, after all this, you still get to add the actual mechanics. he made something fun with literally no mechanics other than basic movement. adding combat etc to this should make it just overflow with fun
Thats definitely the idea. I try to do this with all of my level design huddles too. To try to make them as applicable to different genres and game types as possible :) peterfieldis.wixsite.com/peter-field-design/level-design-huddles
I did my level design test with the help of this video and passed, now I've been working as a level designer for an indie company for over 6 months now :)
This could be a semester-long course in level design, yet presented in under 40 minutes with clear, concise examples. Toggling between different possible solutions to show why one method works better than the other is extremely effective. I plan to re-watch this periodically as a refresher. Thank you for taking the time to create it, and for generously sharing such a wealth of information with those hungry enough to learn.
This is genuinely amazing! I feel like this and the Last Of Us video goes together really well since. If it is possible I would love to see another Last Of Us design video! Learned soo much.
I unfortunately made it on my dev kit at Mm and I don't work there any more so no longer have the level but may remake it in UE5 at some point if I find the time :)
I've just had a watch through all of your level studies / videos (is that what you'd call them?) and honestly, as a level designer, these look amazing and are so inspirational! I'd love to hear more about your process as well as how one could possibly go about it in a standalone game engine like Unreal. You've really made me envious of Dreams, it seems perfect for this kind of rapid prototyping, though I don't own a Playstation unfortunately. It seems like in a lot of the little worlds you've created assets from basic shapes (eg. cuboids, cylinders, etc.) and then basically just copied those a lot to establish the environment? Do you have a Discord or any way to chat? ^^
Hi, I'm really glad you enjoyed those videos. Yes, my process is very much 1) make a small collection of kit pieces, 2) kit bash a few small vingettes, 3) duplicate & collage those vingettes as much as I can get away with. Dreams absolutely makes this process faster and more fun but it can definitely be done with Unreal. The new modeling tools in UE5 are really poweful too :)
7:48 This example bad communication reminded me of Antichamber. The whole concept there was bad communication. Release comes when you walk away, whether you've stuck through it all or abandoned it. The author was very proud of himself.
I generally make all of the assets from scratch as I go, more for practice than anything. I definitely ended up making a lot of very similar stairs and pillars each week :)
yeah that's definitely the kind of guidance we need my game is a third person hack and slash I never understood the room to hallway combat environment design I see in Devil may cry and Bayonetta
hell yeah
I‘ve worked as a quest and level designer for almost two decades and this video is seriously amazing! Also your block-outs are beautiful!
Amazing content.. learned a lot
Thanks for such a good presentation! I've been a game designer for a few years now and I'm currently deep diving into level design. This was super useful to learn new things and also to figure out how to put into words approaches and ideas that I generally have as I build my levels. It's quite hard to explain to others what is sometimes intuitive to me, and this is super helpful for that.
Hey Pete, do you freelance? Would like to know if I can hire you for my personal project.
I can technically freelance but I have no time at the mo so will have to pass. Very sorry and thank you for reaching out :)
I've never heard these fundamentals presented so concisely, yet clearly demonstrated too, you've done a great job with this, as I am certain you do in your design work as well. Cheers!
Wow! Great delivery and content, legend!
это пекраасное видео, спасибо, что поделились, что рассказали. Привет Вам из Санкт Петербурга
I'm studying Game Art and Design, this video basically TLDR'd an entire semester of Level Design, in fact there's stuff here I don't recall being covered in my class, like one-way valves, tearing down walls, and privileged perspective. Gonna keep this video in mind when making my final project!
@@InjuredMuffin2 yeah, the truth is we are all just making it up as we go. There is no rule book or right way to do this stuff. Just gotta trust your gut and do what you think is best. I think my tips would be different even now if I were to make something like this again :)
Amazing talk!
This felt like a 10 Minute video, incredible! Maybe one of the best educational videos I have watched on RUclips period.
This video is gold! Thank you so much for this
Dang... this is the best thing I've seen on this subject. Very well put together. Thank you for all the examples.
Thanks Man!
one of the coolest things about this talk is realizing that, after all this, you still get to add the actual mechanics. he made something fun with literally no mechanics other than basic movement. adding combat etc to this should make it just overflow with fun
Thats definitely the idea. I try to do this with all of my level design huddles too. To try to make them as applicable to different genres and game types as possible :) peterfieldis.wixsite.com/peter-field-design/level-design-huddles
bullshit
This chair in the stair corner at 29:32 feel really uncany ahah, otherwise it’s a really great video, lots of cool informations ! Thanks man
I did my level design test with the help of this video and passed, now I've been working as a level designer for an indie company for over 6 months now :)
Properly helpful and informative, many thanks 👍👍
This could be a semester-long course in level design, yet presented in under 40 minutes with clear, concise examples. Toggling between different possible solutions to show why one method works better than the other is extremely effective. I plan to re-watch this periodically as a refresher. Thank you for taking the time to create it, and for generously sharing such a wealth of information with those hungry enough to learn.
Thank you for the kind workds @jesterspawn. I'm really glad you found this video helpful :)
Really nice course !
This is genuinely amazing! I feel like this and the Last Of Us video goes together really well since. If it is possible I would love to see another Last Of Us design video! Learned soo much.
Hey Peter I loved you Last Of Us design explanations. Any chance you could do more?
Can you upload the level somewhere so we can see everything at once?
I unfortunately made it on my dev kit at Mm and I don't work there any more so no longer have the level but may remake it in UE5 at some point if I find the time :)
@@peterfieldis Alright, thanks. Loved the talk
OMG, best level desing advices ever, good vid!
It's Peter File not Pedo File. "taxi!"
"presentable blockout" could be an interesting aesthetic for a game. it looks pretty cool
great presentation. i learned a lot
Please make more of these, i loved it ❤
Amazing video, I've learnt a lot. I need to really integrate these concepts but it really should help me make more interesting levels. Thanks a lot :)
Excellent video thank you for all the advice and info!!
I've just had a watch through all of your level studies / videos (is that what you'd call them?) and honestly, as a level designer, these look amazing and are so inspirational! I'd love to hear more about your process as well as how one could possibly go about it in a standalone game engine like Unreal. You've really made me envious of Dreams, it seems perfect for this kind of rapid prototyping, though I don't own a Playstation unfortunately. It seems like in a lot of the little worlds you've created assets from basic shapes (eg. cuboids, cylinders, etc.) and then basically just copied those a lot to establish the environment? Do you have a Discord or any way to chat? ^^
Hi, I'm really glad you enjoyed those videos. Yes, my process is very much 1) make a small collection of kit pieces, 2) kit bash a few small vingettes, 3) duplicate & collage those vingettes as much as I can get away with. Dreams absolutely makes this process faster and more fun but it can definitely be done with Unreal. The new modeling tools in UE5 are really poweful too :)
Indian stepwell <3
Incredible
7:48 This example bad communication reminded me of Antichamber. The whole concept there was bad communication. Release comes when you walk away, whether you've stuck through it all or abandoned it. The author was very proud of himself.
Are obects assets or did you create them on your own?
I generally make all of the assets from scratch as I go, more for practice than anything. I definitely ended up making a lot of very similar stairs and pillars each week :)
Thıs is a very good video! thank you! Both the quality of information and the presentation are great!
this is inspiring...
Holy moly! You just earned a new subscriber!
one of the best Level Design guide on youtube. I would love to pay and see a full course from Peter :)
Incredibly valuable.
This video is so underrated. I learned so much from this.
Very nice presentation!! You are awesome!! Thank you for the video!! Excelente LD technique
Great video, really insightful thanks a lot
why Dmc Dante specify do you have a connection to ninja theory?
I worked at Ninja Theory on Enslaved & protoyped for a few months on DmC. This was one of those prototypes
yeah that's definitely the kind of guidance we need my game is a third person hack and slash I never understood the room to hallway combat environment design I see in Devil may cry and Bayonetta
This video is an absolute gem. I will rewatch it over and over again in the future, that's for sure. Thanks a lot for sharing your knowledge Peter 💎
That was so interesting! I, for one, would love a second part, even if it’s been a while
Level Design Masterclass. Incredible.
Wow what a treasure trove of design principles, thanks for sharing