- Видео 8
- Просмотров 21 496
Liam Forsberg
Швеция
Добавлен 3 дек 2013
Level Designer at DoubleMoose
Level Design Breakdown | "Water Temple" Blockout
“The Water Temple” is a level I created over the course of 2 weeks. I spent the first week designing the paper prototype, core mechanics, and first blockout. The second week was spent scripting, iterating on the blockout, and later doing the architecture pass with environmental assets created by Hugo Lindgren.
My primary source of inspiration was early The Legend of Zelda games, such as Ocarina of Time (hence the theme and namesake).
Game Engine: Unreal Engine 4
Team size: 2
- 1 level designer (me)
- 1 environment artist (Hugo Lindgren)
Music by Patrick Richmond from Pixabay
0:00 Intro
0:59 Level Design Breakdown
7:00 Outro
My primary source of inspiration was early The Legend of Zelda games, such as Ocarina of Time (hence the theme and namesake).
Game Engine: Unreal Engine 4
Team size: 2
- 1 level designer (me)
- 1 environment artist (Hugo Lindgren)
Music by Patrick Richmond from Pixabay
0:00 Intro
0:59 Level Design Breakdown
7:00 Outro
Просмотров: 1 569
Видео
Level Design Breakdown | Khatyrka - Mission 1
Просмотров 1,7 тыс.Год назад
Khatyrka is a third-person shooter that a number of my peers and I worked on during our studies. This is a breakdown of the level design behind the game’s first Main Story mission. You can find the game trailer here: ruclips.net/video/NQjzlNB8DBs/видео.html Khatyrka has unfortunately been cancelled, though Mission 1 and a couple of other sections are in playable states. Link to Dave’s channel: ...
Level Design Breakdown | "Infiltration" Blockout
Просмотров 14 тыс.Год назад
"Infiltration" is a level blockout I made over the course of 4 days using Unreal Engine 5. In this video, I aim to provide some of my thoughts in an easily digestible manner as I play through the level. My primary sources of inspiration were Sekiro and Metal Gear Solid 3. Game Build: drive.google.com/file/d/1msWKlkU7-bTOtg8O8UpvrKqWqbWbWqHm/view?usp=sharing Advanced Locomotion System: www.unrea...
Level Design Showreel - 2022
Просмотров 8512 года назад
A showreel showing off some of my completed projects between 2020-2022. Many of these can be found in my portfolio: liamforsberg99.wixsite.com/website On My Way by Ghostrifter Official | soundcloud.com/ghostrifter-official Music promoted by www.chosic.com/free-music/all/ Creative Commons CC BY-SA 3.0 creativecommons.org/licenses/by-sa/3.0/
The Segregated City - Unreal Engine 4
Просмотров 4152 года назад
A city in the desert where urban segregation has vertically separated the rich from the poor. This prototype was built using free asset packs in place of an in-house architecture pass. I designed and built the level together with Axel Kårfors and Rasmus Köhler, as well as the scripting and post-process effects. Development time: 2 weeks - Week 1: initial design & blockout - Week 2: finished arc...
Dungeon Platformer - Unreal Engine 4
Просмотров 5032 года назад
A short platforming level set in a torchlit fantasy dungeon. Built and scripted by me during the course of a week. Music: "Dark Reality" from King's Field IV Asset pack: www.unrealengine.com/marketplace/en-US/product/a5b6a73fea5340bda9b8ac33d877c9e2?sessionInvalidated=true
Water Temple - Architecture Pass & Prototype in Unreal Engine 4
Просмотров 4462 года назад
An architecture pass and prototype of a level I worked on. I did the level design and scripting, while the architectural assets were created by Hugo Lindgren. Development time: 2 weeks - Week 1: initial design & blockout - Week 2: finished architecture pass Game Engine: Unreal Engine 4 Team size: 2 - 1 level designer - 1 environment artist Music: "Relax Chill Out Music for Landscapes - Under Wa...
Kakariko Village in Unreal Engine 5 - Zelda: A Link to the Past
Просмотров 1,6 тыс.2 года назад
Kakariko Village from The Legend of Zelda: A Link to the Past reimagined in Unreal Engine 5. I figured it was time to give the original version of the iconic town some love after seeing a plethora of recreations of the Ocarina of Time counterpart! Asset pack: www.unrealengine.com/marketplace/en-US/product/resubmission-for-release-greenwood-fantasy-village?sessionInvalidated=true Music: Kakariko...
Would love to see some tutorials/break downs on how you script stuff. Elevators/picking up the key to unlock the elevator,, moving NPC AI. etc. Feels like some basic stuff LDs. I have only ever blocked out levels and never actially brought functinality to it. Great stuff here!
Amazing Work, Bravo!
Amazing!
thank you verry much!!!!
Link? Looks great
noo im late :/ good video tho as usual
Amazing show. Very little level design and consideration material of youtube. Great use lighting. It can lead player without having obvious symbols or need for tutorial to tell player where to go.
Couldn't agree more, I'd love more level design content on RUclips!
Interested in learning more about the development process of the level? I have made an accompanying page on my website specifically for that! Check it out here: liamforsberg99.wixsite.com/website/water-temple
Really good commentary and explanation of the space you created!
Why oh why hole in the roof again! Idk why, I just hate this beam of sun through the roof. Temple architecture has so many different ways to highlight objects without using this damn hole. Glad to see you back ❤
Haha I'm certainly not above some constructive criticism! What would you recommend using instead?
@@LiamForsberg for abandoned "water temple" I'd choose wave ornaments on wall and two canals along the route to object (creating kind of a red carpet). Waterfall behind object of interest will bring attention of player towards it with sound and create background for contrast (sometimes, LD's completely forget about using sound as guidance for player attention, sadly)
Very cool. I'd be curious to hear more about different iterations of the level or ideas you had on paper that didn't translate well in a 3D space if that's the case for this level.
I just pinned a message with more information about the iterations that the level went through, it's available on my website! Only in written form, but here it is, if you're interested: liamforsberg99.wixsite.com/website/water-temple
@@LiamForsberg awesome! Thank you very much!
Awesome video !! Great work 🎉
Glad you enjoyed it!
great video! keep it up, not enough level design focused content out there!
Thank you! And agreed, I desperately welcome any new content with open arms 🥲
So glad your back
I was surprised to see it had already been half a year since my last upload, blink and you'll miss it😵💫
Love this channel! I am currently a student who was looking at inspiration from others online., my only quick question is how the player would have known the broken balcony was a shortcut for later and not the immediate path forward?
Good question! The current presentation is unclear, I admit. The best solution would've been to make the player activate the shortcut, such as by throwing down a ladder or a rope. If we would want to keep it as it is, having the balcony be a tad wider so that you're not immediately standing by the edge could help, or by putting the shortcut further right of the exit so that you would need to turn the camera - thus seeing the path forward. 🙂
reminds me of tenchu Z, a lot :D
Thank you! I've been meaning to play Tenchu for a long time now, so maybe I should finally get around to it...
Fantastic video and fantastic level! Really love the moody setting - felt like a 007 game level.
Such kind of videos make LD looks simple :D That's really nice and useful style of videos, thanks
This was fantastic! I'd love to see more like this. I love how you told a story along-side showcasing the great level design.
Well done! you made an interesting level with just blocks and dummy
this is sooo...... gooodddd... nice nice instant sub here..!!! 😍😍😍😍😍😍😍😍😍😍
Amazing blockout, reminds me old Call of Duty missions!
Ah man, I used to replay those over and over, they were great!
That was really insightful video, gave me a lot of ideas for my own blockouts. Great job!
Glad to provide, good luck with your blockouts!
Great work dude.
Dude, I just downloaded you're build, just spent 20 min exploring your player controller, it's amazing, any chanse you'll be able to do a tutorial on that ? Keep it up!
Hey! I actually used a free-to-use player controller called "Advanced Locomotion System" I have a link to it in the description :)
@@LiamForsberg Thank you man! It's amazing
Wow! awesome Job!
Thank you! 😄
Feeling inspired by your works!!! Love your level designs and how neatly you populate the scenes... Keep up the good work, waiting for new levels!!! O:)
That means a lot, thank you! More levels are on the way :)
Thank you for sharing! This is amazing!
Glad you enjoyed it!
I wanted this so bad
I'm sorry you never got to play it! I'm sure the original development team will have something exciting in store for us in the future though :)
he back
im back
nice
Thanks! 🎉
This is crazy i love it
Nice job. A really good level.
its definitely no wonder this video is getting a lot more views than it seems previous ones were getting, I'm sure it'd be really challenging to do it but if you make more like this you'll probably see a lot more subscribers come in. Great level design and the style of the video is extremely informative and educational. your narration describing the reasoning for your decisions was great and at first I was worried you were about to give story exposition which would have taken away from the video a little but you actually gave the perfect amount of story, the parts that are relevant to the level design. Just a great video I hope you get more subs
side note, you should probably, if you haven't already, post this video and future ones on discord servers that relate to game development. Even if a few people click on it each time you post it somewhere that adds up to more and more in the long run! keep it up!
@@aaronfry27 Thank you for your kind words! The next game dev video is in development at the moment :) It'll be the first project I share on here that wasn't created simply as a portfolio piece, so posting it on Discord is a good idea!
this has earned a sub keep up amazing work
Thanks! I'll do my best (stay tuned) :)
@@LiamForsberg i for sure will this is amazing work and also inspired me to start level disign
@@ButtercupNugget That's incredible, I wish you the best of luck on your level design journey!
Mh, thats give me idea for the next remake project haha
you would be good at tutorials, that's all im sayin
Really great level and narration as well!
Much appreciated! 🙏
This is an amazing breakdown, really cool commentary. Would love to see more of these!
That means a lot! I'm hoping to have more time for videos like these going forward 😄
Cool level. Nicely done.
Love it! Well made. I did get a bit lost and didn't get how to find the key, but probably because I wasn't playing myself
Some more guidance and checkpoints would definitely help with clarity! The shortcuts down from the upper floors would preferably have ladders that the player could kick down to allow them to get back up. It would've been nice if the guards seeing the player sent them back to a checkpoint as well, that way it wouldn't be possible to accidentally travel to areas that are meant to be inacessible.
great video!
yo this is awesome!
Thanks man! 😄
This was so well put together. Great job Liam!!
Thank you so much! ❤
Great work !🎉
Thank you! It was great fun to work on 😁
Mamma bad mig att säga att hon också gillade det
Hahaha vad härligt att ni uppskattade det ;)
Det är exakt som jag mins det