Hi everyone, thanks for checking out the project! You can learn more about it and the goals behind it by checking out the description above, and stay tuned for future videos by subscribing to the channel or joining our game dev discord link above (under Studio Discord Server). Enjoy the video and I hope to see you in next one! : )
Thank you! I hope to do more projects like this as well that expand on even more features in the future to allow for more opportunities with the level design. Looking forward to that : )
it helps that he's literally using the OST. that said, VERY nice movement. I'm taking a very similar tack with my project and I'm green with envy at how fluidly your movement is coming along.
I can see so many practical uses for this engine. Jakub has literally created the framework for splinter cell, resident evil, alan wake, metal gear solid, hitman, the last of us and pretty much every great third person game that has ever come out. The only thing it needs now is a dolphin dive combined with slo mo and then you can make Max Payne. This could even be used to make a game similar to perfect dark and goldeneye when switched to first person.
Great job! While level is well-built, I can't help myself but notice how tiny indoor areas are blocking player camera, here is a quick example of what I mean by that: 3:19, 8:00, 9:14
Thank you! Yes, so in my second video I talked about this a bit, but ultimately it was mostly areas where metrics needed to be worked on to better fit that particular type of camera system. Something I learned a lot from while doing this project. I aim to do more levels like this one that reflect what I picked up on there, and what needs to be taken into account to avoid such things. Cheers!
This is awesome ! sure not completely polished, but in the future who knows. still this amazing and awesome to see !! really enjoyed it ! looking forward for the next thing !
Hope it develops into an actual game. Unfortunate how many promising things like this just get discontinued or halted purely for portfolio reasons. Many have potential to be actually great games if fully realized.
It just might. I am working on some stuff behind the scenes that has not been announced yet, but probably will this month. I’ve seen there’s already some interest in this so it has motivated me to explore the concept some more. : )
@@AerixArtGames Nice! Need more games like this. Might I suggest a setting more unique for example? Don't have to of course, but one of my favorite in the stealthy/action genre although old was in a dark cyberpunk setting called Perfect Dark on n64. Something unique to help you stand out from the masses would be ideal and help you stick in minds and be more easily recognizable. Up to you of course. Personally though, I also love when I can choose the approach instead of being run down a single path. Have a few paths and tools to mix it up and choose how you approach each stealth problem. Still fun either way though. Just 2 suggestions. Hope it all goes well for you.
@@merccc1he’s just showing the level design… the gameplay you’re seeing is just an asset flip basically. It’s called the ALS v4. All the animations, shooting, guns, climbing, UI, enemies are part of that. So, this is basically 5% of a real game. He’d have to work a lot to make this into a good game, game dev is often like a fractal rabbit hole… it looks easy, but goes on forever in all directions the more close you get.
Correct, this is simply a level design project, nothing more in this video. Although, I would not go as far as to use the term "asset flip" as this is not a full game with the intention of being sold with flipped assets without any originality as goes by the definition; as a matter of fact it is not a game at all at the moment. The description of the video very clearly outlines this as well, even giving proper credits to Jakub W who created the IWALS system used to showcase the design of the level in this video. At the end of the video I did mention it was concept for an idea I was working at but that was all it was at the time. For it to be a good game, it would indeed take a lot of work, such as any good project does and that's just part of anything you do in life really. At the end of the day, you can't let that stop you from exploring though, because if that game turns out to be a fun game that is also interesting to play and worth it's price tag where people are enjoying it, it's a good game. So that's what this was all about initially and it'll go where it goes from there. : )
@@AerixArtGames There seems to be a misread, there’s no need to be defensive. I wasn’t trying to attack you. The comment wasn’t at you either. I used the term because it’s most relatable and understandable for a player. My comment was pretty positive as I noted you’re just showing off the level idea and you will be working on this a lot. I wasn’t attacking your work
Its amazing! I always wonder how does one come up with the layout of the level. It would be great to know that process because that's where I get stuck most of the time. Is it like you design small areas and then piece them together? Can you please do a video on that process if possible? I am pretty sure it will be super useful to people struggling with level design...
Thank you! That's actually part of my larger plans for this channel, perhaps in smaller "episodes" broken up into different steps or areas of the process. Not sure when I will get around to it, but it's on my list of things to do!
@@AerixArtGames thank you very very much. I've been trying to find resources for how good level design is done, but I didn't find anything that has the process of it. There are some videos of Craig Perko and CG Spectrum, but it's a huge topic in itself
The one suggestion that I have is that you should make the mission briefing different as it is kinda boring to read. You could make it that your commander is talking to you in a room or somthing.
Certainly, I wanted to add more to it for showcase purposes, but for this project I had run out of time so I sorta rushed it. This kind of gave me a video idea though, maybe I can do a tutorial on creating something like this complete with UI in the future. Might be neat for those making any sort of tactical shooter games.
I know you can’t make a tutorial for such a complex system, but would you consider doing an overview of the systems and traces? Edit: For the climbing maily
So the systems themselves such as the climbing, shooting, AI, and all of that were created by Jakub W who made a game ready toolset based off of the popular locomotion system called ALS. It can be purchased here on his Patreon: www.patreon.com/JakubW/posts .
Just curious, is the handreaching / touching surfaces done procedurly? or are you pressing a button (right analog) and then the character reaches for it? EDIT: Cool level design btw!!
This system is IWALs, and it's created on top of Caleb Longmire's ALS system linked in the video description. The way it works is you can reach for ledges yes, and then proceed to that ledge you are reaching for using an input action so it's really pretty neat, just how you would expect it to work. Appreciate it, I hope I can do many more level design videos this year; people seem to really like them and there's so many different types of videos I can actually do with the subject. Cheers.
The game looks good but it can thrive more with more work on color correction like you can enhance them more like it is really dark for me to in OLED screen I hope this feedback helps you
Hey! So yes, while this level was in fact meant to be quite dark naturally, over time I would like to go back in and do some improved lighting studies with it where areas are lacking. The objective of this particular project you see here was primarily the design of the level itself, and not so much lighting on its own, but I would certainly like to come back to this one in the future or do more projects focused on both areas more so. Thank you for the feedback and glad you enjoyed the video!
All of the level design, level scripting (scripted events), and some modifications to the IWALS system by Jakub. The gameplay systems themselves are all part of IWALS or built on it.
it is a good start, but i believe you need to do more iterations to make the level better in different ways. like the ways of guiding the player, next objectives, metrics (especially the height of the ceiling), the identity of each space. i guess if you improve the visual language of the level and the ways you guide the player to the next objective (or even giving a destination), your level will be way better.
Certainly, it was done in four to five days, so there definitely are lot of improvements that could be made and I agree entirely. I think as far as guiding the player goes, this first iteration was pretty subtle, but I think it makes enough sense for what it was meaning to accomplish for a first run through. I believe some minor adjustments to even things like lighting around doors you should have to go through, and color coding would fix this issue greatly as the level is naturally quite dark. As far as metrics go, I think with some slight increases to ceiling height and distancing between some areas this could be improved, but the camera system also needs some tweaking for sure as I mentioned near the end of the video to remedy clipping issues (wasn't the focus of this video in particular though). I hope to do more improvements in the future as mentioned that build upon these things. Thank you for the useful feedback!
Well, to put it simply; there’s not meant to be in this level. Although I would argue the challenge is in the timing you have to have when climbing in areas where you may be exposed to enemies. It emphasizes stealth over the action-adventure genre of which this project is not. I was not really going for any sort of uncharted vibe for this level; so climbing is essentially a means from one floor to another in this level.
Hi everyone, thanks for checking out the project! You can learn more about it and the goals behind it by checking out the description above, and stay tuned for future videos by subscribing to the channel or joining our game dev discord link above (under Studio Discord Server). Enjoy the video and I hope to see you in next one! : )
this is amazing. giving splinter cell vibes in the best way possible
Thank you! I hope to do more projects like this as well that expand on even more features in the future to allow for more opportunities with the level design. Looking forward to that : )
it helps that he's literally using the OST. that said, VERY nice movement. I'm taking a very similar tack with my project and I'm green with envy at how fluidly your movement is coming along.
I can see so many practical uses for this engine. Jakub has literally created the framework for splinter cell, resident evil, alan wake, metal gear solid, hitman, the last of us and pretty much every great third person game that has ever come out. The only thing it needs now is a dolphin dive combined with slo mo and then you can make Max Payne. This could even be used to make a game similar to perfect dark and goldeneye when switched to first person.
I agree! It's really a great tool for everyone interested in making games. Not even just level designers; the possibilities are quite extensive!
Your blockout is more immersive than most modern finished products. Good use of lighting and ambient sound.
Splinter Cell soundtracks, so nostalgic! Good job, boy!
It is indeed! Thank you.
I only needed to see until second 40 to know it was gone be a killer level blockout. Great job.
yo dude nice level design and combined with slightly edited iwals *chefs kiss*
Thanks!
That might be just prototyping level, but still the way you made it looks and feels gorgeous ❤
Thank you!
Oh how I do miss splinter cell. Hearing the soundtrack again just brings joy to my heart!
Great job! While level is well-built, I can't help myself but notice how tiny indoor areas are blocking player camera, here is a quick example of what I mean by that: 3:19, 8:00, 9:14
Thank you! Yes, so in my second video I talked about this a bit, but ultimately it was mostly areas where metrics needed to be worked on to better fit that particular type of camera system. Something I learned a lot from while doing this project. I aim to do more levels like this one that reflect what I picked up on there, and what needs to be taken into account to avoid such things. Cheers!
@@AerixArtGames watched some other vids of yours, indeed you made a progress, keep it up!
awesome work
Thank you, the second part / level is coming soon! Excited to share it with everyone.
Great Work
Wow awesome level design, man !
Fantastic prototype. I missed to play a good Splinter Cell game since the Black List
this game is my type ❤
This is awesome ! sure not completely polished, but in the future who knows. still this amazing and awesome to see !! really enjoyed it ! looking forward for the next thing !
so splinter!!!! luv it
would really love to see you make more of these with AGLS
This looks great!
Thank you!
@@AerixArtGames No problem!
Hope it develops into an actual game. Unfortunate how many promising things like this just get discontinued or halted purely for portfolio reasons. Many have potential to be actually great games if fully realized.
It just might. I am working on some stuff behind the scenes that has not been announced yet, but probably will this month. I’ve seen there’s already some interest in this so it has motivated me to explore the concept some more. : )
@@AerixArtGames Nice! Need more games like this. Might I suggest a setting more unique for example? Don't have to of course, but one of my favorite in the stealthy/action genre although old was in a dark cyberpunk setting called Perfect Dark on n64. Something unique to help you stand out from the masses would be ideal and help you stick in minds and be more easily recognizable. Up to you of course.
Personally though, I also love when I can choose the approach instead of being run down a single path. Have a few paths and tools to mix it up and choose how you approach each stealth problem. Still fun either way though.
Just 2 suggestions. Hope it all goes well for you.
@@merccc1he’s just showing the level design… the gameplay you’re seeing is just an asset flip basically. It’s called the ALS v4. All the animations, shooting, guns, climbing, UI, enemies are part of that. So, this is basically 5% of a real game. He’d have to work a lot to make this into a good game, game dev is often like a fractal rabbit hole… it looks easy, but goes on forever in all directions the more close you get.
Correct, this is simply a level design project, nothing more in this video. Although, I would not go as far as to use the term "asset flip" as this is not a full game with the intention of being sold with flipped assets without any originality as goes by the definition; as a matter of fact it is not a game at all at the moment. The description of the video very clearly outlines this as well, even giving proper credits to Jakub W who created the IWALS system used to showcase the design of the level in this video. At the end of the video I did mention it was concept for an idea I was working at but that was all it was at the time. For it to be a good game, it would indeed take a lot of work, such as any good project does and that's just part of anything you do in life really. At the end of the day, you can't let that stop you from exploring though, because if that game turns out to be a fun game that is also interesting to play and worth it's price tag where people are enjoying it, it's a good game. So that's what this was all about initially and it'll go where it goes from there. : )
@@AerixArtGames There seems to be a misread, there’s no need to be defensive. I wasn’t trying to attack you.
The comment wasn’t at you either. I used the term because it’s most relatable and understandable for a player.
My comment was pretty positive as I noted you’re just showing off the level idea and you will be working on this a lot. I wasn’t attacking your work
I think I would 171 see having those animations with everything
Please put download for cell phone, I really want to play?!?!?!
Its amazing! I always wonder how does one come up with the layout of the level. It would be great to know that process because that's where I get stuck most of the time. Is it like you design small areas and then piece them together? Can you please do a video on that process if possible? I am pretty sure it will be super useful to people struggling with level design...
Thank you! That's actually part of my larger plans for this channel, perhaps in smaller "episodes" broken up into different steps or areas of the process. Not sure when I will get around to it, but it's on my list of things to do!
@@AerixArtGames thank you very very much. I've been trying to find resources for how good level design is done, but I didn't find anything that has the process of it. There are some videos of Craig Perko and CG Spectrum, but it's a huge topic in itself
your channel is impressive
Appreciate that lots! I'll definitely be doing a lot more of these projects this year!
The one suggestion that I have is that you should make the mission briefing different as it is kinda boring to read. You could make it that your commander is talking to you in a room or somthing.
Certainly, I wanted to add more to it for showcase purposes, but for this project I had run out of time so I sorta rushed it. This kind of gave me a video idea though, maybe I can do a tutorial on creating something like this complete with UI in the future. Might be neat for those making any sort of tactical shooter games.
amazing! good job
Thank you, I really appreciate that!
I think you can lead a splinter cell project!
If I had the budget or opportunity, I most definitely would! Maybe some day.
I know you can’t make a tutorial for such a complex system, but would you consider doing an overview of the systems and traces?
Edit: For the climbing maily
So the systems themselves such as the climbing, shooting, AI, and all of that were created by Jakub W who made a game ready toolset based off of the popular locomotion system called ALS. It can be purchased here on his Patreon: www.patreon.com/JakubW/posts .
Amazing work!!
Thanks : )
Just curious, is the handreaching / touching surfaces done procedurly? or are you pressing a button (right analog) and then the character reaches for it?
EDIT: Cool level design btw!!
This system is IWALs, and it's created on top of Caleb Longmire's ALS system linked in the video description. The way it works is you can reach for ledges yes, and then proceed to that ledge you are reaching for using an input action so it's really pretty neat, just how you would expect it to work. Appreciate it, I hope I can do many more level design videos this year; people seem to really like them and there's so many different types of videos I can actually do with the subject. Cheers.
The game looks good but it can thrive more with more work on color correction like you can enhance them more like it is really dark for me to in OLED screen I hope this feedback helps you
Hey! So yes, while this level was in fact meant to be quite dark naturally, over time I would like to go back in and do some improved lighting studies with it where areas are lacking. The objective of this particular project you see here was primarily the design of the level itself, and not so much lighting on its own, but I would certainly like to come back to this one in the future or do more projects focused on both areas more so. Thank you for the feedback and glad you enjoyed the video!
@@AerixArtGames I am thankful that I got recommended this video you seem to be a great guy 😊 keep doing best bro 💪
I would love to mess around with this project in Unreal!!!
this gave me splinter
Very nice work
good!
How did you make the light boards
They are pretty much just oversized box meshes with an emissive material attached within an environment utilizing Lumen and custom post process.
did you do this from scratch??
All of the level design, level scripting (scripted events), and some modifications to the IWALS system by Jakub. The gameplay systems themselves are all part of IWALS or built on it.
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Are the files available?
Of the project files...no. Of a playable demo - not currently, but I may put one out on my website if I come back to finish this one up. : )
it is a good start, but i believe you need to do more iterations to make the level better in different ways. like the ways of guiding the player, next objectives, metrics (especially the height of the ceiling), the identity of each space.
i guess if you improve the visual language of the level and the ways you guide the player to the next objective (or even giving a destination), your level will be way better.
Certainly, it was done in four to five days, so there definitely are lot of improvements that could be made and I agree entirely. I think as far as guiding the player goes, this first iteration was pretty subtle, but I think it makes enough sense for what it was meaning to accomplish for a first run through. I believe some minor adjustments to even things like lighting around doors you should have to go through, and color coding would fix this issue greatly as the level is naturally quite dark. As far as metrics go, I think with some slight increases to ceiling height and distancing between some areas this could be improved, but the camera system also needs some tweaking for sure as I mentioned near the end of the video to remedy clipping issues (wasn't the focus of this video in particular though). I hope to do more improvements in the future as mentioned that build upon these things. Thank you for the useful feedback!
IWALS system
Yes, this project uses the IWALS system by Jakub W.
It is probably just me, but climbing feels so stale and boring, has no challenge to it.
Well, to put it simply; there’s not meant to be in this level. Although I would argue the challenge is in the timing you have to have when climbing in areas where you may be exposed to enemies. It emphasizes stealth over the action-adventure genre of which this project is not. I was not really going for any sort of uncharted vibe for this level; so climbing is essentially a means from one floor to another in this level.