// Reading Time: < 1 minute Just in time for Halloween, I took an unused level concept from a cancelled Xbox 360 game and transformed it into a DOOM II deathmatch map. Check out the full video to see how it came together!
Tag: level design process
SENTRY – Devlog 1
// Reading Time: 2 minutes We finally pulled the trigger on a devlog series! New levels, enemies and 50,000 Wishlists!?
func_podcast – Episode 3
// Reading Time: 2 minutes In this episode we cover the legality of fan games, our level design processes and workflow as well as discussion around narrative in level design.
Designing a Multiplayer Level from Blockout to Playtest
// Reading Time: 6 minutes A case study documenting the blockout, iteration, and playtesting process behind Cairo – an early multiplayer map for the unreleased project, Last Round. This post focuses on readability, pacing, and responding to feedback while designing a competitive level in Unreal.
