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Keeping Your Blockouts Simple

  Рет қаралды 19,030

timdoesleveldesign

timdoesleveldesign

Күн бұрын

In this level design #Shorts, let’s look at fast blockout iteration.
In game development, level designers often add too much detail to their blockouts too early. This slows down your iteration speed and gives the wrong impression when collecting feedback. Keeping your implementation simple in early stages of design allows you to iterate quickly and focus on pacing, intensity, cover placement, difficulty of your (combat) spaces and other fundamentals.

Пікірлер: 24
@decarrioden3445
@decarrioden3445 2 ай бұрын
I wish this video was wayyyy longer, extremely useful as a level designer
@SpamDesTodes
@SpamDesTodes Жыл бұрын
i'm not even a game designer but this feels like genuine design tipps :D
@StreamwaveProduction
@StreamwaveProduction 5 ай бұрын
If you study TF2 maps and older games in general, they follow this exact principle. A lot of props are aligned to grids, evenly spaced, and very easy to move around. It becomes extremely easy to track where you are in the 3D space when everything is laid out evenly in that 3D space.
@Nate-BreakingPoint-Interactive
@Nate-BreakingPoint-Interactive 11 ай бұрын
This is a great reminder, I still get caught up in making things too detailed too early...
@timdoesleveldesign
@timdoesleveldesign 11 ай бұрын
The temptation overcomes us all 😁
10 ай бұрын
Yeah, same. This video gave me a fresh reminder to move back to this blocking mode. I started to cheat myself out of it. 😅
@3dbob891
@3dbob891 Жыл бұрын
it's the middle. Color boxing imo is the best, because, beyond level design you can already test with mood and colors, reducing half of the testing and iteration process. This also expands beyond looks, as you can test around which colors help to highlight elements for the player to interact with. edit: you already explained under another comments what i meant, great. I just have seen your greyboxing in the video
@timdoesleveldesign
@timdoesleveldesign Жыл бұрын
Yep! :D It's all about finding a balance in the process and focusing on what's important at which stage. When you've gone through several iterations and have a solid-playing layout, it often can't hurt to spend time on selling the visual intention (though in moderation!)
@attben
@attben Жыл бұрын
Short and to the point! Love it!! Keep it up! ❤
@NexusBaum
@NexusBaum Жыл бұрын
yeaaaaaaaah, new video! also, it's a very helpful advice!! :)
@lemapp
@lemapp 8 ай бұрын
I was brought in late in a project that was heavily built out in graphics. It looked amazing, but the game play was so-so. I so wish I could have been there earlier to have demanded a game design document, something to execute against. I've seen clearly where white boxing would have been so helpful before the 68 gb of assets.
@timdoesleveldesign
@timdoesleveldesign 8 ай бұрын
I can tell you from experience that being there early when this problem happens can be a tad frustrating when you can do very little to change it 😅
@grant6821
@grant6821 2 ай бұрын
THANK YOU SO FRICKING MUCH
@julienfrisson9372
@julienfrisson9372 Жыл бұрын
thanks you continue video ! ;)
@Oxyg3nhavefun
@Oxyg3nhavefun Жыл бұрын
thank you Tim
@metasamsara
@metasamsara Жыл бұрын
It's an art to keep it simple enough but fleshed out at the same time. It can feel boring to design at times if you lack the foresight spark of inspiration. How do you make blockouts more interesting from the start without forcing a design on the detailing step? CS players hate crates everywhere.
@timdoesleveldesign
@timdoesleveldesign Жыл бұрын
Your early blockouts don't need to be visually detailed, but the rough composition can (and often should) visually represent what you're building, to some extent. You can colour code to indicate what are rocks, water, sand, buildings, etc., but keep things very simple! Your early versions simply aren't going to be pretty, and this is fine. That's not to say you can't have extensive research and explorations in the setting, theme and even visual detail tests parralel to this, to make sure those aspects are still an integral part of your design instead of an afterthought. In the industry, concept art to support early blockouts, many syncs between designers and level artists and constant iteration on both design and art are crucial iterative loops to make sure gameplay and visuals go hand in hand.
@timdoesleveldesign
@timdoesleveldesign Жыл бұрын
If you're making something like a CS map on your own and are relying on existing assets, I suppose you'll have to use some of the actual assets from the start because they form one of the core restrictions in what you can build. In that case though, keep it to a bare minimum use of the larger, structural assets you need to shape your level and avoid all the small stuff as long as you can :)
@julienfrisson9372
@julienfrisson9372 5 ай бұрын
how do you manage to have credible and realistic compositions?
@timdoesleveldesign
@timdoesleveldesign 5 ай бұрын
Mostly through a ton of research and reference + iteration. The more you practice and learn, the more some things become intuitive. But for realism, look at the real world around you for reference too :) Whether it's architecture, or the way a path winds around natural obstacles and follows terrain in the forest.
@julienfrisson9372
@julienfrisson9372 5 ай бұрын
ok thanks ! ;)@@timdoesleveldesign
@AaronAway
@AaronAway 5 ай бұрын
This is gonna sound dumb, but when I make a blockout, and I’m done with the blockout, do I then rebuild the level completely, or build on top of the white box? Again really dumb question 😂
@timdoesleveldesign
@timdoesleveldesign 5 ай бұрын
In larger companies, when a blockout level plays well, usually there's some sort of "greenlight/validation" stage. If approved, level artists will start replacing the blockout with actual assets/props. You could follow a similar process, iterating on the blockout until you're happy with the way it plays. Then more or less build "on top of" the whitebox, bit by bit swapping parts out, focusing on the larger, structural stuff first before worrying about the detailed dressing.
@timdoesleveldesign
@timdoesleveldesign 5 ай бұрын
And keep in mind that no matter how good you are, the norm is that you never get things perfect in the first pass! It's about iterating step by step, testing, and critically assessing what works and what doesn't :)
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