Denis Akulov shared some of the details of Wargaming's approach to level design and environment art in World of Tanks.
Sarah Wang, Senior Environment Artist at Respawn Entertainment, shared some details about the production of game content and level design for AAA titles such as Star Wars Jedi: Fallen Order™.
Megagon Industries Team talked about its game, Lonely Mountains: Downhill, shared how the production started, discussed the technical approach to creating multiple paths, details, working on level design and mentioned the biggest challenges and a few tips for indie game developers.
Ludomotion Team, the developers of Unexplored 2, briefly talked about the art style of their indie title, the way they control the colors of the shadows, and level generation.
Alexander Sharov talked about his approach to designing and creating a HALO fanart level.
Check out the latest episode of Brushify Bootcamp where you will get an overview of all tools for landscape sculpting in UE4.
No Brakes Games and Curve Digital announced the second level-building contest for physics-based puzzler, Human: Fall Flat.
To understand the logic behind God of War's level design, Sukhraj Johal recreated and analyzed the first level of the game and shared his thoughts. The case study was initially posted on Gamasutra and can be found here. It is now reposted on 80 Level with the author's permission.
John Waynick shared a detailed breakdown of his Warhammer-inspired environment made during GAI's Environment Artist Bootcamp.
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Developing a Ski Open-World Game for MobileThank you for the interview
and for an amazing game experience
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