*How do you guys like these commentary videos? I've missed making them, and if you like them, I wanna continue. =)* Also I'm starting more advanced tutorials and advanced topic videos very soon on the channel. Let me know if you have anything specific you wanna see! Discord: discord.gg/polyrealm
I was wondering. In a game it has collisions and stuff and loads more mechanics. what would happen if you dropped a player in these scenes Would it play like a proper game? I have no experience practically using unity so I don't fully understand how it works so be gentle lol
sometimes family don't know how to appreciate their relative hard work and commitments so man don't you dare stop and if you like it keep doing what you like you will get good at it eventually !
The scenes look pretty nice, but by searching for level design I was kinda looking for tips and infos about things like how to make maps interesting to explore, easy to orientate and not getting lost, what to avoid to not break immersion, how to make terrain changes and textures more natural looking and how to make the world feel more vast and open than it actually is.
I know it's been said multiple times in the chat, but this isn't technically 'Level Design'. It's Environment Art. An easy mistake to use the wrong terminology, but given you have that many viewers, it would be appreciated if you did use the correct terminology as you are introducing many out there to the world of Game Development (as well as other mediums). Level Design takes many other factors when developing an environment, usually focused around the game you are making. As an example, if you are making a Tank game, you will need to consider how much space the tank needs to move, the min/ max steepness of a surface the tank can traverse, destructible within the environment, line of sights, objectives, AI and their navigational spaces, points of interests, etc. Environment Art is (to put it simply) used to make a space look great & tell a story. There are obviously more layers to it than that, but (and going back to the point), the work you create fits into the criteria of Environment Art and also maybe Concept Art. Thanks for reading this, and I hope it helps you out. Thanks :) Ps, Sweet environments man. A great way to get motivated to creating more personal content!
Actually I opened the video because I thought it was about "Level design" more in the game development sense. But i though it was interesting so I ended up subscribing to the channel. But its true, the title is confusing which could be good for the channel but at least a clarification at beginning would be nice.
@@ohike83 why are you even here, why are you even anywhre to reply with " k " that's literally so ignorant and stupid, only shows how you didn't read a single word this person said. You're a moron, and a proud one
My issue with level design is just the quality of light honestly. i cant figure it out for the life of me, even after watching your tutorials i can never get it how i want. You should do a little series where you go into detail about each aspect of level design. Lighting, Foliage, life, Etc. i think it would be very cool
@@pacaa thats cool and all but honestly if you think you have figured it out then you are going about it all wrong. you want to keep learning or else you will just stay at the same level.
We are the developers of Game Creator, mentioned at the beginning of the video. Feel free to ask any questions. Looking forward for more videos like these @Sykoo!
@@gamecreator Hey! Thanks fot the video! Could you please make a comparison Unity vs Unreal in more details? It's interesting to know your opinion. I hope to see it in some next videos.
Most of these speed levels are not level design really, it's environment design. And they look great! As a playable level they wouldn't be much fun at all.
@@disfeed It's a lot more hacky to environmentally design levels first THEN do level design. It's possible. But the levels you likely appreciate in games for their fun level design come from levels where they gameplay and pacing was decided first.
Hi, im a noob and i dont understand completely. But couldn't he later make that level playable by adding npcs and like move stuff around a bit plus add interiors? This seems pretty good to me. Can you tell me how this differs from level design? I want to create my own games and i want to know that im starting off on the right path
I'm literally, even after 10 years using unity, just getting the fun part of level designing stuff in it. The reason why now is because I've been mostly giving more focus using unity than ever before. Before I was just trying to see how to make things move around and mostly technical stuff that was 2D or 2.5D but not full 3D. I'm really happy to have stumbled upon your channel since, which has really important information and insight of how to go about having fun making games while learning to get better with your valuable examples. Is very true like you mentioned, is all about practice. Practice makes Proficient. Thank you for providing such awesome content!
7:04 that's the main problem I've been thinking about for all creative works. It's really scary because you can drop something that is really good and never come back to it
Skipping all these level design/environment design debate, i really like this video! really put me in the mood to actually start creating a map for my project
You can use shaders to add life to a scene. Falling leaves, butterflies etc. When your natural environment is animated via wind, its good practice to use models that move as well. For example, the house/cottage in this video has ivy growing on it, but it never moves so it appears out of place and breaks the emergent feeling of this scene. Selecting a base asset and adding the vegetation separately allows you to have movement on otherwise static buildings. Or also, try to find creative ways to view the structure where its not out of place, in this example the structure is obviously out of place and breaks the intended feeling.
Level design is what you do to make a level more challenging and logical for example adding a puzzle or objective it dose r have anything to do with visuals or graphics
really good advice. learning by doing is exactly how i got my first industry job, just cranking out portfolio work in my parents basement until i got noticed haha.
The Lost Scrolls like making 3d environments and creating a portfolio of screenshots of my work that i showed to studios when i applied for a job to prove i had the skills they were looking for. This is my current portfolio: www.artstation.com/pixelmasher
He makes this mistake in all of his videos and tutorials.. He never talks about actual level design, he only talks about looking pretty and making it appealing.
@@UmVtCg Not at all. Design = how does the level play? Where are the enemies? Where are the keys / switches? How is the combat flow in the level? Art is purely the look and feel of things
I agree 100% most games dont seem to have a natural look despite all their features, scenery graphics. Your game levels make me want to dive into the game! Very impressive and nice job! The fact that their is single objects placed in certain spots definitely gives an edge for quality rather then quantity. Again I'm very impressed :)
@@jr.fidelcastro8890 yeah, that's why I'm working on a website, where you can purchase 3d models for game design,, My website will be launching next month. 😊
@@Quick5Picks Link, link, link! Also, what advantages do you offer, that other websites don't? Good price? Modular assets? Integration support? :) Good luck with launch!
Well ... I hope my message arrives correctly (I'm using 70% google translate). Im a brasilian guy, i speak english very bad (or i dont speak nothing of inglish hahaha), but, thank you for this video! Honestly, i dont know how this video come to me me, in this day, but, it made me see that I am on the right track, in relation to my experience of becoming a future level design. Thanks.
he's making a static scene, and since it's one static frame (note he barely touches the camera itself), you choose the scaled based on what looks good on camera view. but while doing this for ingame scenes, you actually need to take care of scale of other objects too and how they'll interact. for example: doesn't make any sense having a house 15 times bigger than the player :P
What you're displaying and even partly saying isn't level design but environmental 3D art... they're completely separate concepts... No matter how pretty and realistic, level might be crappy to play.
Instead of increasing the scale of the far objects, narrow the camera FOV. The default fov on games is ultra wide angle. In Unreal, I'll plop down a cinematic camera which still has "wide" fov (28mm focal distance) but that's half the fov of the game camera.
I stuck through the whole vid because there is some very useful information here, but I have to say: These are environments, not game levels. Game levels are concerned with the logic of gameplay. They have game mechanics in them that are designed to challenge the player. There's a whole field of theory on good practices and flows, and LEVELS are usually put together with placeholder art beforehand, in order to test the logic and game mechanics of the LEVEL design. Once all of that is worked out, then you use the pretty assets and move your GAME LEVEL into your ENVIRONMENT. That said, I again point out that this is great information for creating ENVIRONMENTS. Just a little rant about the misleading title. :)
its a nice scene but as a game developer im more impressed by optomising assets for greater engine perfomance while still having the scene look as good as possible, such as lower rez mats and level of detail on all game assets. Even when i was at school it was hardly mentioned but has come to be one the most important aspects of game design.
@@Aquila666 This is pure level/environment art. There is not a spec of design in this, its mostly randomly scattered props to make a scene. Level design strictly follows 3C's of game design (Character,Camera,Control) and creates levels based around those principles. There are rules and metrics that allow level designers to create fun playable levels.
Hi, I am trying to get into level design and was wondering how to create rivers in my map without using paid for assets. How can I create rivers like the one in this video? Thanks for any help.
To all the people who say it's environment design/art here you go Level design or environment design, is a discipline of game development involving creation of video game levels-locales, stages or missions. This is commonly done using a level editor, a game development software designed for building levels; however, some games feature built-in level editing tools.
I'm not gonna lie: I like your channel. You're motivated and you want to teach good stuff. That's neat. But none of your 'level-design' videos are about level design... At all. It's level-building at best. I'd even call it scene design. I'm sick of people doing fake 'level-design' tutorials without any information about actually structuring a level to tell a story. Or to build the game play around. I think that's a bit sad to limit the videos to just that, but hey... Still great videos.
not at all what i was looking for. making a scene or a concept for an environment is no level. like when you work for clients, wont they just redo everything from scratch with your idea in mind to make it playable? it does look beatiful however. so no critizism about your work.
Excellent to have access to tips like these! Thank you for bestowing your knowledge. You even threw some giggles in there for me! I'm gonna show my mom. :D
What I’m interested in is how to manipulate the player. Bioshock is a great example of this. It feels open world, however it is VERY linear in its game play. There has to be some kind is psychology to it, idk, like you know how most people turn left when they enter a building? Or how casinos are deigned to be like a maze for people to get lost? Is there a kind of word for this?
Hello! Now I feel I want to start with level design :) I made some Quake 3 Arena maps way way back in the days. I have a lot of free time and maybe I should start to look into this! Thumbs up, subbed and clicked the bell thing ;) Edit, joined your Discord server also..
This video would be much better if you would share the information of which assets you used to create such cool levels. So it would be really nice get to know which assets you used, pleaaaaseee :)
"If objects are far away, don't make them bigger, they're supposed to look smaller because they're far." Holy shit, how is this even any kind of advice?
The thing is, when you see through a screen you lose the sense of distance - just like camera recordings. This makes it preferable to manipulate sizes and other things to appear more realistic, even though you are technically making them less realistic. Ever tried standing in a valley with surrounding mountains that feel like they envelop you completely? Now record that with a videocamera and all the mountains will appear smaller and further away and in general lose some of their majestic feel. This exact same thing happens in videogames and environmental concept art, which is why many developers and artists take liberations with their sizing of distant objects to manipulate the feel of reality. These techniques are very widely used in both AAA games as well as many movies with cgi scenes - and a lot of people new to concept art and environment art see these techniques but then they overdo them and it ends up looking obvious. The key is always to manipulate reality just to the point where you can't tell that it's not real. Too many inexperienced people just tend to go beyond that threshold and their scene manipulation becomes too obvious and disturbing to look at. So TL:DR; manipulate reality, but be aware to maintain a realistic sense of scale and don't go overboard.
have you heard of unreal engine 3? i recommend testing your skills over there, its good for game development too.. well if you know the code but you can make insane scenery in there. Would love to see a video like it.
🥏 اكيد بتعانى من الضوضاء حولك الى بتظهر فى المايك؟؟ 🥏 لو بتعانى مش مشكلة عزل الضوضاء وجهازك مش rtx ومش عارف تحمل rtx voice الخاص بعزل الضوضاء ف دلوقتى تقدر تحل المشكلة دى عن طريق برنامج عزل الضوضاء القوى والمجانى الى اتكلمت عنه فى اخر فيديو عندى فى القناه .. مستنيكوا 😘😘
My biggest personal tip: Never stop learning. Watch tutorials, inform yourself in the existing techniques and shortcuts, the available libraries, programs and resources.
What a clickbait. This is a cool video but it has absolutely and I mean ABSOLUTELY nothing to do with level design, and everything to do with scene design. You can design 10000 stupid scenes but it will not bring you any closer to creating even a single level. You mislabeled the video for clickbait purposes. Apples and oranges.
You are making scene designs, not level designs. Level design is a totally separate thing and its not what you are doing. Im going to keep commenting this on every single "level design" video till you get this right as I have been for the past couple videos now.
Lmao here we go, another one of these nerds. Just because he’s not blocking out some complex linear level doesnt mean this isnt level design. Gonna start calling you all “level design nazis” from now on
@@UnrealEngineTutorials ...No he's just simply not making a level. The construction of level design is way more in depth than what he's doing. I see so many other youtubers who do level design videos and they at least have the decency to make videos longer than 10 minutes. I have seen speed level designs that are 30 minutes long. Wanna know why? That's how long it takes to make a speed level design video, because they are actually making a level. Not a static image.
True. Let's say a level design has subtle hints telling where to go, adjust the level for the specific gameplay and making it have a function. I would say scene design is an idea to what to go for, or the start of a level. Mainly focuses on story and or look. Correct me if wrong
@@imdone8243 Essentially yes you got it right. Im not saying he needs to plan out every little thing in the level and go exactly how the level design process works. Im just saying that you cant just place objects in front of a static camera and call it a level. No, what hes making is basically just a picture, thats it. Maverick makes amazing level designs and just use him as a comparison. ruclips.net/channel/UCgmX4icpN3HnOOwYtmyYz2w
Hey Sykoo ! Great vidéo ! I have a question, maybe you can make it a topic for a next vidéo, I think it's a huge issue : I'm using the same method as you do for level design (I'm using Rock and Boulders + Quixel). But my scenes are usually huge and I don't want to lower the detail level for that. When placing rocks and boulders assets for example, there is a huge amount of faces that the player will never see because it's hidden underneath the terrain, or occluded by other rocks. My solution for that is to send the model into my favorite 3D software, select the visible faces manually and then combine all the rocks together. But it's soooo long to do that, and you eventually end up with deleted faces because the initial selection can't be perfect. Same for trees and grass, they have such a huge impact on my framerate that I came to avoid making forest scenes. To summarize my questions : how do you optimize your level design so it can run smoothly, once the art part is done ? Any tips for making it fast, or faster than usual ? It's seriously so frustrating when you make great art, then playtest the scene and realize it's running at 15 fps :') (and having a very good computer, I know it's my fault so it's even worse haha)
Gawd i wish i could go back in time to my teens and study to be a game developer so could make computer games for a living. Must be fun to help create a Triple A game.
*How do you guys like these commentary videos? I've missed making them, and if you like them, I wanna continue. =)*
Also I'm starting more advanced tutorials and advanced topic videos very soon on the channel. Let me know if you have anything specific you wanna see!
Discord: discord.gg/polyrealm
Great job.
I was wondering. In a game it has collisions and stuff and loads more mechanics. what would happen if you dropped a player in these scenes Would it play like a proper game? I have no experience practically using unity so I don't fully understand how it works so be gentle lol
I watch all your videos very impressive still by the way :)
Hey man! Do you use the free unity or not?
Sykoo where do you learn all of this man
I showed my Mom my first level design. I was pretty proud of it. She kindly said son, don't quit your day job!
is that good
@@banditjuno6989 no, just a nice way of saying it's bad.
I believe in ya work hard!!
sometimes family don't know how to appreciate their relative hard work and commitments so man don't you dare stop and if you like it keep doing what you like you will get good at it eventually !
My mom said “How much money is that going to make you?”
The scenes look pretty nice, but by searching for level design I was kinda looking for tips and infos about things like how to make maps interesting to explore, easy to orientate and not getting lost, what to avoid to not break immersion, how to make terrain changes and textures more natural looking and how to make the world feel more vast and open than it actually is.
Correct, this isn't level design. It is set piece design. Huge difference.
I know it's been said multiple times in the chat, but this isn't technically 'Level Design'. It's Environment Art. An easy mistake to use the wrong terminology, but given you have that many viewers, it would be appreciated if you did use the correct terminology as you are introducing many out there to the world of Game Development (as well as other mediums).
Level Design takes many other factors when developing an environment, usually focused around the game you are making. As an example, if you are making a Tank game, you will need to consider how much space the tank needs to move, the min/ max steepness of a surface the tank can traverse, destructible within the environment, line of sights, objectives, AI and their navigational spaces, points of interests, etc. Environment Art is (to put it simply) used to make a space look great & tell a story. There are obviously more layers to it than that, but (and going back to the point), the work you create fits into the criteria of Environment Art and also maybe Concept Art.
Thanks for reading this, and I hope it helps you out.
Thanks :)
Ps, Sweet environments man. A great way to get motivated to creating more personal content!
K
@@ohike83 K what? You understand a single word he say?
Actually I opened the video because I thought it was about "Level design" more in the game development sense. But i though it was interesting so I ended up subscribing to the channel. But its true, the title is confusing which could be good for the channel but at least a clarification at beginning would be nice.
@@ohike83 why are you even here, why are you even anywhre to reply with " k " that's literally so ignorant and stupid, only shows how you didn't read a single word this person said. You're a moron, and a proud one
oc
My issue with level design is just the quality of light honestly. i cant figure it out for the life of me, even after watching your tutorials i can never get it how i want. You should do a little series where you go into detail about each aspect of level design. Lighting, Foliage, life, Etc. i think it would be very cool
U will learn, the lighting for me took me 2 weeks to figure it out and once you figure it, it is very easy
@@pacaa thats cool and all but honestly if you think you have figured it out then you are going about it all wrong. you want to keep learning or else you will just stay at the same level.
Also you need a high end rig to bake lighting, esp a good processor
Hey. Can anyone tell me, where he got the assets from and how they are called? Are they free or do they cost money?
There's is channel from unity called unity. They have full tutorial on hdrp and urp lighting
We are the developers of Game Creator, mentioned at the beginning of the video. Feel free to ask any questions. Looking forward for more videos like these @Sykoo!
So you guys recommend me unreal or unity more?
@@funrainbow7682 Our opinion might be slightly biased... But definitely Unity :-P
@@gamecreator l guess lm gonna go for unreal for this one l see potential in graphic and easy landscape settings in unreal
@@gamecreator Hey! Thanks fot the video! Could you please make a comparison Unity vs Unreal in more details? It's interesting to know your opinion. I hope to see it in some next videos.
@@funrainbow7682 Good luck! :-)
Most of these speed levels are not level design really, it's environment design. And they look great! As a playable level they wouldn't be much fun at all.
Sirellyn Y unless he modified it to go with a game. For eg: there could be missions added later.
@@disfeed It's a lot more hacky to environmentally design levels first THEN do level design. It's possible. But the levels you likely appreciate in games for their fun level design come from levels where they gameplay and pacing was decided first.
Disregarded Feedback also it depends on fps. If you build huge scene like he did, you just wouldnt be able to enjoy due to low performance
Sirellyn Y I agree with you all the way. I was just stating that it is possible! Thanks for replying btw!
Hi, im a noob and i dont understand completely. But couldn't he later make that level playable by adding npcs and like move stuff around a bit plus add interiors? This seems pretty good to me. Can you tell me how this differs from level design? I want to create my own games and i want to know that im starting off on the right path
I'm literally, even after 10 years using unity, just getting the fun part of level designing stuff in it. The reason why now is because I've been mostly giving more focus using unity than ever before. Before I was just trying to see how to make things move around and mostly technical stuff that was 2D or 2.5D but not full 3D. I'm really happy to have stumbled upon your channel since, which has really important information and insight of how to go about having fun making games while learning to get better with your valuable examples. Is very true like you mentioned, is all about practice. Practice makes Proficient. Thank you for providing such awesome content!
@Kanha Gupta india me job opportunity kaisa hai game development me?
I just realised I don't want to make games, I just want to build small worlds to walk around
You'd like VRChat. You can make worlds and characters and actually walk around those worlds in a VR headset.
same bro
what I find the hardest about level design would be high quality and great looking scene lighting that is also optimized
It's all about lightings and shadows
I love when you can hear the passion in someone's voice. Happy gaming!
YES THESE VIDEOS ARE SUPER HELPFUL AND NOT A PLENTY ON RUclips. YOUR WORK IS MUCH APPRECIATED, THANK YOU!
7:04 that's the main problem I've been thinking about for all creative works. It's really scary because you can drop something that is really good and never come back to it
When you are working in levels like this, you always learn something new, maybe important or not
What you said about adding life (animals, particles etc..) is so true!
Skipping all these level design/environment design debate,
i really like this video! really put me in the mood to actually start creating a map for my project
End of Video music: Remember When by Bad Wolves.
They sound decent, I'll check them out.
You can use shaders to add life to a scene. Falling leaves, butterflies etc. When your natural environment is animated via wind, its good practice to use models that move as well. For example, the house/cottage in this video has ivy growing on it, but it never moves so it appears out of place and breaks the emergent feeling of this scene. Selecting a base asset and adding the vegetation separately allows you to have movement on otherwise static buildings. Or also, try to find creative ways to view the structure where its not out of place, in this example the structure is obviously out of place and breaks the intended feeling.
Level design is what you do to make a level more challenging and logical for example adding a puzzle or objective it dose r have anything to do with visuals or graphics
Thanks man, this info is absolute gold. I couldn't watch the vid coz I thought I'd get get my first seizure but just listening was good too.
really good advice. learning by doing is exactly how i got my first industry job, just cranking out portfolio work in my parents basement until i got noticed haha.
Polygon Academy portfolio work?
The Lost Scrolls like making 3d environments and creating a portfolio of screenshots of my work that i showed to studios when i applied for a job to prove i had the skills they were looking for. This is my current portfolio: www.artstation.com/pixelmasher
@@PolygonAcademy That's an impressive portfolio! Good job!
I don't know why great channel like this dont have subscriber over million... where as some so call "technical dost" are reaching towards 2 million
I showed my first level design to my mom.
Mom: What a crap you playing.
She thought you were playing somone else's bad game?
@@primogemant548 I think that's what they were trying to say lol
Yea keep trying man
Practice and you'll make some good sh!t
My dad always assumes bad graphics = bad game, like he saw me playing terraria and started laughing... like bruv
@@aty4282 My dad is the same. It’s not even about bad graphics, for him if it’s not realistic it sucks.
Congratulations bro have a lot of creativity and patience great work.
Lots of nice tips here in this video, but this is environment art, not level design.
level as in, 3d space
Same thing in this context dude, same thing
He makes this mistake in all of his videos and tutorials.. He never talks about actual level design, he only talks about looking pretty and making it appealing.
@@UmVtCg Not at all. Design = how does the level play? Where are the enemies? Where are the keys / switches? How is the combat flow in the level? Art is purely the look and feel of things
@@WesleyDW93 Then it's just an environment/scene. I have no idea where to find level design content in order to create fun levels.
I agree 100% most games dont seem to have a natural look despite all their features, scenery graphics. Your game levels make me want to dive into the game! Very impressive and nice job! The fact that their is single objects placed in certain spots definitely gives an edge for quality rather then quantity. Again I'm very impressed :)
has ever you modeled your own assets or just you placing them together and create level design?
yeah, where do all these assets come from, that's the tip i wanted.
Yeah, it is bit hard to model and make environment by you.
@@jr.fidelcastro8890 yeah, that's why I'm working on a website, where you can purchase 3d models for game design,,
My website will be launching next month. 😊
@@Quick5Picks Link, link, link!
Also, what advantages do you offer, that other websites don't? Good price? Modular assets? Integration support? :)
Good luck with launch!
@@Quick5Picks any update??
i always loved level design its like playing with clay but with more controll because your thumb dosent smash the part you just worked on.
One question, did you monetize this hobby? I like this type of activities too but looks like its gonna eat a lot of time.
Considering I had ads on this video, yes he did
@@dogeusedwow eh eh eh😂
But he likes it
Yes, Game Developing generates a good income and seeing that he is also a RUclipsr, he must be rolling in money.
@@rohitrana2312idk bet he must be rulling the economy at this point
Well ... I hope my message arrives correctly (I'm using 70% google translate).
Im a brasilian guy, i speak english very bad (or i dont speak nothing of inglish hahaha), but, thank you for this video!
Honestly, i dont know how this video come to me me, in this day, but, it made me see that I am on the right track, in relation to my experience of becoming a future level design.
Thanks.
I'll never show anything to my mom anymore she's always like : "ah okay"
Yes often moms are not very smart and have stopped learning at age 16
A video about city level design this kind of video is too rare!
Level design begins from metrics.
8:26 How do you choose house scale randomly?
he's making a static scene, and since it's one static frame (note he barely touches the camera itself), you choose the scaled based on what looks good on camera view. but while doing this for ingame scenes, you actually need to take care of scale of other objects too and how they'll interact. for example: doesn't make any sense having a house 15 times bigger than the player :P
Omg! incredible!👏🏼
What you're displaying and even partly saying isn't level design but environmental 3D art... they're completely separate concepts...
No matter how pretty and realistic, level might be crappy to play.
How could he make this playable? It seems pretty good to me. Im new to this so can you please explain and i lm contemplating on making my own game
Instead of increasing the scale of the far objects, narrow the camera FOV.
The default fov on games is ultra wide angle. In Unreal, I'll plop down a cinematic camera which still has "wide" fov (28mm focal distance) but that's half the fov of the game camera.
I stuck through the whole vid because there is some very useful information here, but I have to say:
These are environments, not game levels.
Game levels are concerned with the logic of gameplay. They have game mechanics in them that are designed to challenge the player.
There's a whole field of theory on good practices and flows, and LEVELS are usually put together with placeholder art beforehand, in order to test the logic and game mechanics of the LEVEL design. Once all of that is worked out, then you use the pretty assets and move your GAME LEVEL into your ENVIRONMENT.
That said, I again point out that this is great information for creating ENVIRONMENTS.
Just a little rant about the misleading title. :)
Level design can just be creating the layout of the playable area and whatnot. But it has nothing to do with a stationary location scenery.
making perspective scenes is really useful, you end up with a good sense of composition.
8:30 I would love to get the asset with this amazing house for my game))) Did you do it for yourself or you got it somewhere??
Great video mate!
*Scene designs
That is the only thing you got to say about this video?
That is a level
@@hyperluminatic8943 is correct.
@@hyperluminatic8943 what a nice video
So clickbait?
You’re so skilled! Such beautiful scenes
sykoo: "I really reccomend doing perspective design and then doing the open level design"
comments: "UHM SIR THIS ISNT LEVEL DESIGN !!!!"
its a nice scene but as a game developer im more impressed by optomising assets for greater engine perfomance while still having the scene look as good as possible, such as lower rez mats and level of detail on all game assets. Even when i was at school it was hardly mentioned but has come to be one the most important aspects of game design.
This is cool, but this isn't Level Design.
Gergő Hamar does he make his assets do you know or where would he get stuff like this?
@@gergi2000 not even level, only one shot idea in fact
@@Aquila666 This is pure level/environment art. There is not a spec of design in this, its mostly randomly scattered props to make a scene.
Level design strictly follows 3C's of game design (Character,Camera,Control) and creates levels based around those principles.
There are rules and metrics that allow level designers to create fun playable levels.
isn't it just step 1
@@Aquila666 I had an aneurysm reading that
Just starting to play around in unity. It's so intimidating! Thank you for giving me hope!
Hi, I am trying to get into level design and was wondering how to create rivers in my map without using paid for assets. How can I create rivers like the one in this video?
Thanks for any help.
Download unity standard asset pack there are plenty of water shaders in there
To all the people who say it's environment design/art here you go
Level design or environment design, is a discipline of game development involving creation of video game levels-locales, stages or missions. This is commonly done using a level editor, a game development software designed for building levels; however, some games feature built-in level editing tools.
I'm not gonna lie: I like your channel. You're motivated and you want to teach good stuff. That's neat. But none of your 'level-design' videos are about level design... At all. It's level-building at best. I'd even call it scene design.
I'm sick of people doing fake 'level-design' tutorials without any information about actually structuring a level to tell a story. Or to build the game play around. I think that's a bit sad to limit the videos to just that, but hey... Still great videos.
You probably know them, but but check out the channel Game Maker’s Toolkit. They have great videos on telling a story, building puzzles, etc.
@@gwilymhughes3512 I do! It's a really nice channel for this kind of stuff!
Thanks bro,I love your work.I learn a everything because of your video.
not at all what i was looking for. making a scene or a concept for an environment is no level.
like when you work for clients, wont they just redo everything from scratch with your idea in mind to make it playable?
it does look beatiful however. so no critizism about your work.
Its just so interesting to watch this man =)
"parents rock, okay?
show them too!
make your parents proud!"
My mum would just insult my work. 😂
You are my *Inspiration* !!!👍
What computer do you have sir? Excellent video!
Excellent to have access to tips like these! Thank you for bestowing your knowledge.
You even threw some giggles in there for me! I'm gonna show my mom. :D
how did u start the game making career or passion ?
He never said it, but he didn't ever actually bother with fixing the tiling on the ground. This helped
Do u think one day u are going to make some advanced tutorials?
What I’m interested in is how to manipulate the player. Bioshock is a great example of this. It feels open world, however it is VERY linear in its game play.
There has to be some kind is psychology to it, idk, like you know how most people turn left when they enter a building? Or how casinos are deigned to be like a maze for people to get lost?
Is there a kind of word for this?
Check out minecraft
Unreal need to work on it
Hello! Now I feel I want to start with level design :)
I made some Quake 3 Arena maps way way back in the days.
I have a lot of free time and maybe I should start to look into this!
Thumbs up, subbed and clicked the bell thing ;)
Edit, joined your Discord server also..
Me: a
My mom: I MY GOD! YOU'RE A GENIUS!!
This video would be much better if you would share the information of which assets you used to create such cool levels. So it would be really nice get to know which assets you used, pleaaaaseee :)
"If objects are far away, don't make them bigger, they're supposed to look smaller because they're far."
Holy shit, how is this even any kind of advice?
There is a lot of bad perspective manipulation used in big titles like the Zelda series.
@@HalkerVeil Really? I've played a lot of Zelda games and haven't noticed it.
You'd be surprised, it's very easy to loose referece of size in 3D.
First thing I thought of when I read this comment ruclips.net/video/ugGsgwJL8b8/видео.html
The thing is, when you see through a screen you lose the sense of distance - just like camera recordings. This makes it preferable to manipulate sizes and other things to appear more realistic, even though you are technically making them less realistic. Ever tried standing in a valley with surrounding mountains that feel like they envelop you completely? Now record that with a videocamera and all the mountains will appear smaller and further away and in general lose some of their majestic feel. This exact same thing happens in videogames and environmental concept art, which is why many developers and artists take liberations with their sizing of distant objects to manipulate the feel of reality. These techniques are very widely used in both AAA games as well as many movies with cgi scenes - and a lot of people new to concept art and environment art see these techniques but then they overdo them and it ends up looking obvious. The key is always to manipulate reality just to the point where you can't tell that it's not real. Too many inexperienced people just tend to go beyond that threshold and their scene manipulation becomes too obvious and disturbing to look at.
So TL:DR; manipulate reality, but be aware to maintain a realistic sense of scale and don't go overboard.
Wonderful advice, I can't thank you enough.
have you heard of unreal engine 3? i recommend testing your skills over there, its good for game development too.. well if you know the code but you can make insane scenery in there. Would love to see a video like it.
You mean 4?
Good job and keep up the good work
adds map to game files
starts game
falls through floor
adds navigation mesh
starts game
clips through cliff face
definitely not level design
🥏 اكيد بتعانى من الضوضاء حولك الى بتظهر فى المايك؟؟
🥏 لو بتعانى مش مشكلة عزل الضوضاء وجهازك مش rtx ومش عارف تحمل rtx voice الخاص بعزل الضوضاء ف دلوقتى تقدر تحل المشكلة دى عن طريق برنامج عزل الضوضاء القوى والمجانى الى اتكلمت عنه فى اخر فيديو عندى فى القناه .. مستنيكوا 😘😘
I didn’t see the video but the difference between the 1st and 100th is mainly all the money you spend in assets 😂
Amazing video 😊 good job new sub
Not Level Design.
Thanks for the tips keep up the great work
Actually this is level building, not level design, it's quite different
1:30 He explained every one of your concerns here.
lol "level" design
should much rather be: "concept art design" or "proof of concept"
08:10 is the most important advice. :)
This has nothing to do with level design imo. You are making a scene and nothing really playable.
@Luminalo you two stfu biased commentors
My biggest personal tip: Never stop learning. Watch tutorials, inform yourself in the existing techniques and shortcuts, the available libraries, programs and resources.
What a clickbait. This is a cool video but it has absolutely and I mean ABSOLUTELY nothing to do with level design, and everything to do with scene design.
You can design 10000 stupid scenes but it will not bring you any closer to creating even a single level. You mislabeled the video for clickbait purposes. Apples and oranges.
Fantastic video. Great way of explaining
You are making scene designs, not level designs. Level design is a totally separate thing and its not what you are doing. Im going to keep commenting this on every single "level design" video till you get this right as I have been for the past couple videos now.
Lmao here we go, another one of these nerds. Just because he’s not blocking out some complex linear level doesnt mean this isnt level design. Gonna start calling you all “level design nazis” from now on
@@UnrealEngineTutorials ...No he's just simply not making a level. The construction of level design is way more in depth than what he's doing. I see so many other youtubers who do level design videos and they at least have the decency to make videos longer than 10 minutes. I have seen speed level designs that are 30 minutes long. Wanna know why? That's how long it takes to make a speed level design video, because they are actually making a level. Not a static image.
Environmental artist yes, a level designer. Sorry.. interview for a level design Job and hear the difference?
True. Let's say a level design has subtle hints telling where to go, adjust the level for the specific gameplay and making it have a function. I would say scene design is an idea to what to go for, or the start of a level. Mainly focuses on story and or look. Correct me if wrong
@@imdone8243 Essentially yes you got it right. Im not saying he needs to plan out every little thing in the level and go exactly how the level design process works. Im just saying that you cant just place objects in front of a static camera and call it a level. No, what hes making is basically just a picture, thats it. Maverick makes amazing level designs and just use him as a comparison. ruclips.net/channel/UCgmX4icpN3HnOOwYtmyYz2w
Thank you for sharing your knowledge
I don't know what that outro song was, but it sent me back to 2006
:D
Bro even 1st one is better than the most of us
This is art.
This was very cool. Thank you for sharing!!
I had no idea these environments were made like that. I also feel like there are millions of options and it would take forever to get to his level...?
May you please make a detailed level designing tutorial in unity
I love the assets you're using, could you please provide a list?
Cryengine has the same picture on their website 3:48
Hey Sykoo ! Great vidéo !
I have a question, maybe you can make it a topic for a next vidéo, I think it's a huge issue :
I'm using the same method as you do for level design (I'm using Rock and Boulders + Quixel). But my scenes are usually huge and I don't want to lower the detail level for that. When placing rocks and boulders assets for example, there is a huge amount of faces that the player will never see because it's hidden underneath the terrain, or occluded by other rocks.
My solution for that is to send the model into my favorite 3D software, select the visible faces manually and then combine all the rocks together. But it's soooo long to do that, and you eventually end up with deleted faces because the initial selection can't be perfect.
Same for trees and grass, they have such a huge impact on my framerate that I came to avoid making forest scenes.
To summarize my questions : how do you optimize your level design so it can run smoothly, once the art part is done ? Any tips for making it fast, or faster than usual ? It's seriously so frustrating when you make great art, then playtest the scene and realize it's running at 15 fps :') (and having a very good computer, I know it's my fault so it's even worse haha)
I guess you can make more assets for the same objects and place the unreachable, simpler ones in the scene.
bro your video is very fast for us to learn for the beginners
thank you for the useful experience
I didn't figure out your accent until 9 minutes in when you said "for two hours ago", and then it clicked :)
Improvement over time I see.
Much helpful! ❤
Learned a lot ...
Gawd i wish i could go back in time to my teens and study to be a game developer so could make computer games for a living. Must be fun to help create a Triple A game.
How old are you
@@elpamidor6601 45
Your scenes look good from one spot, but can you actually run around your scenes like in an actual real FPS or TPS game?
Nope. He does not know or do level design.