I am a bit late to the party but I came across a design video by one of the designers that worked on The Last of Us and as you mentioned that the game is loosely based on that game in particular you may find it interesting, I did. The guy's name is Peter Field. He also has one where he breaks down the decision making in the Giraffe scene he made in The Last of Us. Spatial Communication in Level Design - th-cam.com/video/AKeUZVikPV8/w-d-xo.htmlsi=eXy-GqUYp9a0MAT7 He summarizes it as "The things your level is communicating to the player [...] and how we can control that communication so they get the intended experience" There are a lot of designers from Naughty Dog talking about decision-making in the design field. As they are all story driven games, you may find something useful in there. Thanks for sharing your troubles, I am currently failing hard on designing cave levels in unreal myself and I'll check out some of those links you shared.
There are some plugins that convert unreal units to real sizes (m, ft), but I would recommend to build anything that needs to be precise in Blender or Maya, and then bring it to UE…
"Leveldesign is not very technical" while literally ignoring all aspects of what makes a good level design. it's not slapping together an area but so much more. There is a complex design process that unites gameplay with spatial awareness, graphics aswell as story telling. Creating push and pull, limiting information flow, creating points of interest and hints to guide a player. balancing difficulty and pacing around the playable area...creating shortcuts to prevent runbacks. This isn't as shallow as you try to portay it here
Such a helpful video. Thank you.
Thanks so much! I'm glad it helped 😉
Super helpful video. Really good info on optimization. Thanks!
Thanks so much!
Great job man. I just finished making a dungeon. Omg yes a lot of lessons learned. Better luck to both of us next dungeon. LOL looking great
Thanks so much!! hahaha yes, it's not easy 😉
you can change the bounds size make it bigger it will help with culling
I saw that solution as well, but the devs said to use it with caution. What helps as well is the Cull Distance Volume 🙂
I am a bit late to the party but I came across a design video by one of the designers that worked on The Last of Us and as you mentioned that the game is loosely based on that game in particular you may find it interesting, I did. The guy's name is Peter Field. He also has one where he breaks down the decision making in the Giraffe scene he made in The Last of Us.
Spatial Communication in Level Design - th-cam.com/video/AKeUZVikPV8/w-d-xo.htmlsi=eXy-GqUYp9a0MAT7
He summarizes it as "The things your level is communicating to the player [...] and how we can control that communication so they get the intended experience"
There are a lot of designers from Naughty Dog talking about decision-making in the design field. As they are all story driven games, you may find something useful in there.
Thanks for sharing your troubles, I am currently failing hard on designing cave levels in unreal myself and I'll check out some of those links you shared.
Hi! Thanks! Yes, that's a great video!! I watched it so many times! Good luck with your level design!
Interesting and very good video
Hi! Thanks so much!!
Well, you said. :P
thanks how to get map Idea was great help
Great info.
I'm glad was helpful :-)
Awesome vid! I was wondering, I've seen that mannequin in a bunch of different design videos, Where would I be able to get my hands on it?
That’s from the ALS v4, it’s free in the marketplace
@@DaniMarti_ You are a star, thank you! I've subbed, going to dive into your content :)
Greate video Thanks!
Thanks 🙏
How did you get the 'preview' text on that material?
I think that's a default material from UE4, the "preview" text is in the texture...
Great Videos, how did you make those cliffs? are they made of many meshes?
Hi! No, those a Quixel mega scans
Great considerations so far. Are you using Geometry Script for the dynamic Blueprints?
No, it’s just a cheap trick switching meshes based on conditions 😉
Is there any way to model things Via measurements in unreal or am I better off modelling in blender then transferring to unreal?
There are some plugins that convert unreal units to real sizes (m, ft), but I would recommend to build anything that needs to be precise in Blender or Maya, and then bring it to UE…
@@DaniMarti_ thanks 🙏 much appreciated
Did you try to use Nanite?
I wasn't using Nanite at that point, but i’m using it now 😉
"Leveldesign is not very technical" while literally ignoring all aspects of what makes a good level design. it's not slapping together an area but so much more.
There is a complex design process that unites gameplay with spatial awareness, graphics aswell as story telling.
Creating push and pull, limiting information flow, creating points of interest and hints to guide a player. balancing difficulty and pacing around the playable area...creating shortcuts to prevent runbacks.
This isn't as shallow as you try to portay it here
You didn't watch the video at all… I don't understand why you waste your time writing something that is already said in the video….
A maze design?
Just a dungeon :-)