5 Tips for Creating Great Levels
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Great job and very inspiring! Thanks for sharing.

Frankly I do not understand why we talk about the past of this CEO. As a player I do not care about what he did or not until his games are good. As an Environmental Artist instead I see a game with a shaky graphics. It is completely without personality, emotion and involvement. It can hardly be considered acceptable especially for the 2019 platforms (which I understand will be the target of this game). Well, this is probably an indie group, with no experience facing a first game in the real market. And that's fine. Do the best you can that even if you fail, you will learn and do better. From a technical point of view the method you are using is very old. It can work but not as you are doing it. I bet you're using Unity, it's easy to see that since I see assets from their asset store. Break your landscapes more, they are too monotonous and contact real 3D artists and level designers. One last thing, the last screenshot is worse than all the previous ones. The lights are wrong and everything screams disaster. Avoid similar disasters in the future.

But are they real or is it a mockery? or a scam? Truly horrible flat graphics and lacking a real sense of aesthetics. Ui devoid of consistency and usability. Do they really have a graphic art department? Imho in 2018 using such tricks so massively denotes profound technical incompetence.

5 Tips for Creating Great Levels
29 May, 2017
Jay AnAm uploaded a video with 5 tips on designing levels in Unreal Engine. The thing is that you could actually use these tips to create levels in any engine.

What does he suggest? First of all, before opening up level designer like Unreal Engine you should define what you want to create. You can use paper and pencil or open up Photoshop and end up with the sketch. This way you will know how your scene will actually look like and it will be much easier to create your level.  

Secondly, you should automate the actions that you execute all the time when creating your environments. For example, the shortcut keys. When you’re manipulating your objects, like moving them around, rotating them or scaling, you could use some buttons in toolbar, but it’s much more efficient to use the shortcut keys. You should focus on the things that are important like creating art, creating your scene and getting new ideas rather than searching for a particular tool’s location.

The next thing is to define whether you’re creating a game level or a scene for your portfolio. If you are creating a game level you have to keep in mind that every part of your landscape could be visited and explored by a character. And if you’re creating a scene from a certain angle, for a movie or something like that, you can forget about some parts of the design because they will never be seen.

The fourth tip is to go for realism.  There should be a logic and some realistic purpose in your scene, so that it doesn’t look artificial. You should always focus on creating believable things. 

Finally, don’t be afraid of trying new stuff. You can always model a new asset, but you can also use the things that you already have. 

Source: YouTube

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