DM-StormD - Ep01 - Initial Design Ideas & Process

แชร์
ฝัง
  • เผยแพร่เมื่อ 17 พ.ค. 2024
  • In my first map build video I'll share some important design considerations for creating a deathmatch map for the original Unreal Tournament, as well as explaining how I choose a setting for my map before designing a level on paper.
    Follow me: / creative_xp
    Portfolio: www.creativexp.co.uk/
    _Timestamps
    00:00 - Intro
    00:53 - Design Requirements
    03:25 - Choosing a Setting
    05:53 - Naming the Level
    06:38 - Gathering References
    07:35 - Paper Design Process
    08:10 - Abstract Level Flow
    09:16 - Adding Structure
    10:35 - Mapping References
    11:43 - Refining Designs
    12:19 - Outro
    _Music
    Intro / Outro: Baeb Steps - Noir Et Blanc Vie
    Unreal Tournament Music: UTMenu, UTTitle, Nether, Skyward
    _Image Credits
    Storm Drain Photography: christoffer.co/projects
    Sewer Photography: www.urbextour.com/en/urbex-tr...
    Victorian Tunnels: Mercury Press & Media Ltd
    #DesignXP #MapBuild #LevelDesign #UnrealTournament #DMStormD
  • เกม

ความคิดเห็น • 13

  • @janiceclark995
    @janiceclark995 8 หลายเดือนก่อน +1

    ❤❤❤❤ cool😊😊🎉🎉🎉

  • @RazorOfArtorias
    @RazorOfArtorias 3 ปีที่แล้ว +2

    One of the best LD workflow videos I've seen. Thanks for all the detail and work put on it. I can't wait to see your next DM-StormD episodes and future designXP videos.

    • @creativexp
      @creativexp  3 ปีที่แล้ว +2

      Thanks for the kind words Vicente. I'm glad you enjoyed it and I'm looking forward to sharing more soon.

  • @tommymapp6615
    @tommymapp6615 3 ปีที่แล้ว

    I'll definitely be trying the spaghetti drawings soon! Great video and looking forward to future ones!

    • @creativexp
      @creativexp  3 ปีที่แล้ว

      Thanks, I hope your 'spaghetti drawing' helps you out.

  • @Hennejoe
    @Hennejoe 3 ปีที่แล้ว +1

    Great video mate, lots of concepts about the workflow that I'd not seen before - just started getting interested in Level Design these past few months with a view to hopefully career switch at some point in the future!

    • @creativexp
      @creativexp  3 ปีที่แล้ว

      Thanks, glad you enjoyed the video. Good luck with the potential career switch if you do make the switch in the future.

  • @DJwhatever1234
    @DJwhatever1234 3 ปีที่แล้ว +1

    Very inspiring to see your process. The paper flow part is something I'm gonna try. Any plan on doing a video on a single-player level? Could be classic fps still

    • @creativexp
      @creativexp  3 ปีที่แล้ว +2

      I'm glad you found it useful Jakob.
      I don't have any immediate plans for building a singleplayer level, but it's something I can keep in mind for a future video.
      Thanks!

  • @NicholasBrakespear
    @NicholasBrakespear 2 ปีที่แล้ว

    The really sad thing here is that playing UT99 again, these lessons shine through - you can see the original developers figured out these things; figured out how to make levels flow, how to light them so they were interesting without being distracting, how to carefully calibrate room size and corridor length so that the players were never spending too much time getting from one place to another...
    ...then 20 years of bad level design followed, in which prefabs dominated level design, visuals became cluttered, and flow went out the window. And then, just when Epic themselves were re-learning this stuff, and genuinely doing some good work on a new UT project, Fornite came along and ruined it all.

    • @creativexp
      @creativexp  2 ปีที่แล้ว

      Thanks for your comment.
      UT99 and other similar games of the time definitely refined a lot of the design fundamentals that can still be applied to modern multiplayer shooters today. They were also a product of the technology and limitations of the time, but still considered cutting edge. As technology has evolved in the 20 years since, expectations for higher fidelity realisation and the possibilities for new gameplay experiences have also grown.
      I think it would be fairer to say that games and level design has also evolved to match these developments. It has revealed new design challenges and methodologies that wouldn't have been possible in the time of UT99. The result is a more diverse range of experiences and design processes available to players and developers alike.
      Even though the games have changed, the fundamentals remain true, and can still be recognised in everything from de_dust2 to Overwatch's Gibraltar or Apex Legend's Kings Canyon.

  • @EvilNobby222
    @EvilNobby222 3 ปีที่แล้ว

    Let's have a nice map made of dust

    • @creativexp
      @creativexp  3 ปีที่แล้ว +1

      That'll never catch on...