Check out the guidelines from Vadzim Khadanovich.
Vadzim Khadanovich
Lead Level Designer Vadzim Khadanovich recently shared insights from his experience developing a shooter with a realistic visual style, focusing on solutions that don't compromise gameplay while delivering a visually rich and detailed modern experience.
He came up with a set of guidelines for the Level Art team on creating and placing flora assets, which helped reduce visual clutter, improve enemy visibility, and minimize the need for gameplay adjustments during or after the art process.
Vadzim has kindly shared these along with detailed descriptions:
Screen 1: Determine the 'maximum visibility zone' for your gameplay. Nothing should interrupt the view of other players unless specifically intended. Divide the flora into groups, from smaller to larger shapes. No more than three groups.
Screen 2: Object grouping rule. Small objects should be grouped with larger ones to create clear, larger shapes. It's bad to have many bushes and grass planted separately, cause it creates visual noise in the frame.
Screen 3: Trees and tree crowns. Tree branches should not be in the zone of maximum readability. Trunks at the player's level should be clean and clear, without unnecessary elements.
Vadzim Khadanovich
Vadzim Khadanovich
We also recommend checking out Jesus Machina's notes on designing immersive urban environments that are recognizable and easy to navigate. Also, Max Pears' Level Design Kit for Unreal Engine 5 is a great resource for hands-on practice:
Don't forget to check out 80 Level's new digital art courses, subscribe to our Newsletter, and join our 80 Level Talent platform, follow us on Twitter, LinkedIn, Telegram, and Instagram, where we share breakdowns, the latest news, awesome artworks, and more.