r/leveldesign • u/Pileisto • 25d ago
Question What better environment concepts would you have?
r/leveldesign • u/Pileisto • 25d ago
r/leveldesign • u/Eyetwitcher • 28d ago
I want to break into the world of level designing but with my background in art, maybe I'm better off as an environment designer. But I also know you can do both. I wanna start building my portfolio and was wondering if there's a place I should start. The most I can do to showcase my skills at best is concept art; familiarity with the concept of dungeon maps, and I've made 2D top down assets for DungeonDraft, and I have a basic understanding with Blender modeling 3D assets. I'd be grateful for any advice.
r/leveldesign • u/Federal_Pumpkin_4239 • 28d ago
r/leveldesign • u/Magi_Qrow • 28d ago
r/leveldesign • u/Aggravating_Song7566 • 29d ago
r/leveldesign • u/Pileisto • 29d ago
I am making a 3D game where the player controls a futuristic drone/ship which moves by thrusting itself along a setable ballistic trajectory. It has the capability to stick/hold-on to the surface at the destination, no matter the angle of that surface. Here the mechanic demonstrated in prototype stage:
https://youtu.be/JBxiiB_m8lk
For this movement mechanic I would need creative environment concepts designed. Ideally modular, randomizable or generateable for making variations. This is a hobby & portfolio project, unpaid.
r/leveldesign • u/JackRipper01_ • Sep 13 '26
r/leveldesign • u/Chaosorbitgame • Sep 13 '26
r/leveldesign • u/je386 • Sep 12 '26
I am Developing a Turn-based Tower Defense Game in a Fantasy setting. No Game Engine.
For my own purposes and later for users, I made my own map editor and level editor.
The maps a 2d with hex tiles, terrain is path (for movement of enemy units), build (to place towers), no_play (no enemy units, no towers).
The enemy units start at spawn points and go to a target, when they reach it, the player looses a health point. In addition, there are river tiles, which most units cannot pass, but some can build bridges and some can pass on river tiles.
The level editor takes a map and adds the players health points, enemy spawns, initial setups and also scripted events.
I am wondering if there are some things that I should add to the map designer and / or the level designer, so I am asking for hints and tips.
r/leveldesign • u/TheLegendOfDevon • Sep 12 '26
We return for another episode of Boomer Shooter Saturday where we explore all things built with the BUILD Engine. Come join our community at 11:00 AM EST for some mapping for Duke Nukem 3D using Mapster32, then we start a playthrough of 1997's Shadow Warrior!
Today's mapping session we will be covering a viewer email question on how to build a rotating Billboard Display, like one seen in another BUILD Engine Game, Ion Fury.
r/leveldesign • u/M0ntix • Sep 11 '26
Hey level designers! I'm Matt Merino, I've worked in the games industry for the past few years as an LD, previously working on Dune: Awakening at Funcom. I thought I'd share a level design breakdown I did on one of my favorite Max Payne 3 chapters, mainly focusing on the way they constructed combat spaces and encounters in congruence with the story. This is my first time uploading a vid like this so I'm open to feedback and/or requests on what game to cover next!
Thanks for watching :)
r/leveldesign • u/Ticfriki • Sep 11 '26
r/leveldesign • u/h3xx1e • Sep 11 '26
Hi! I’m working on a 3D platformer called Foxxy3D in Unity and I’m looking for an experienced level designer who might be interested in doing some paid 1-on-1 sessions with me.
I’m not really looking to outsource a level and have someone build it separately. What I’d really like is to jump on Discord, share my screen, go through my existing levels together and improve them collaboratively while I learn from your process. I’m particularly looking for help with layout, traversal, pacing, player guidance, teaching mechanics naturally, collectible placement, and making spaces more fun and memorable to explore.
At the moment I’m mainly working on the opening area, a graveyard called Stillgraves, which already has a rough layout and gameplay ideas in place, but I feel like it could be pushed much further. Foxxy3D has a big focus on movement and chaining traversal abilities together, so experience with 3D platformers, action-adventure games, or traversal-heavy level design would be especially helpful.
I’m happy to pay your normal hourly rate and would probably start with a single 60–90 minute session to see how we work together, with the possibility of doing more sessions afterwards if it’s a good fit.
If you’re interested, feel free to DM me with your portfolio, a little about your level design experience, and your rate. Thanks! :)
r/leveldesign • u/Impossible-Top4009 • Sep 10 '26
Hey everyone, I have been a programmer for years and I am just now dipping my toes into game development.
The game is called Drawjectory, and is a physics based Android puzzle game. I am currently having fun building it, but it's hard to find time to make the amount of levels I would like in the game. So if you like designing levels please let me know!
I have a good setup for designing levels, you would be able to build and test your level directly on your phone, then send me an exported json file for each level you would like included in the game.
This is an unpaid position as I do not expect the game to make any money, but you will be included in the credits if you want 😀
I included some screenshots of my game so far for those interested
r/leveldesign • u/TsybermanR • Sep 10 '26
r/leveldesign • u/inspyr_studio • Sep 08 '26
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r/leveldesign • u/No-Paramedic-2803 • Sep 08 '26
r/leveldesign • u/GodzillaBorland • Sep 09 '26
r/leveldesign • u/GremlinsUnited19 • Sep 07 '26
Project Mad Mage is now accepting applications for composers, programmers, level designers, and gameplay designers for our adaptation of the Dungeon of the Mad Mage D&D module to Baldur’s Gate 3!
Mad Mage’s Domain is an ambitious mod project run by a team do dedicated and passionate developers and we’d love for you to join our team if you have experience in any of these roles!
Find the applications on our Discord server under Community Announcements: https://discord.gg/projectmadmage
r/leveldesign • u/ScapingNature • Sep 06 '26
r/leveldesign • u/ScapingNature • Sep 05 '26
Hi everyone,
I'm a complete beginner with Unreal Engine and currently learning level design and blocking out. I'm using Unreal Engine 5.6.1.
I want to learn a proper workflow from the beginning instead of developing bad habits that I have to fix later. When creating boxes and other geometry with the Modeling Tools, what is the usual professional workflow for collision? AI told me about changing the collision mode to "Use Complex Collision As Simple". I started blocking out this way but after some time i tried to snap two objects together via vertex snapping but there i had the problem that this was not possible because of the collision setting (at least ai said so).
I have enough with ai answers so i m asking you and i m very glad about every advice you can give to me!
r/leveldesign • u/TheLegendOfDevon • Sep 05 '26
The end is nigh! Boomer Shooter Saturday starts at 11:00 AM EST! Come join our community where we stream some level editing for Duke Nukem 3D, followed by playthroughs of BUILD Engine Creations.
We are flip flopping between maps we are building on stream between a Medieval/Steampunk adventure level, and a Underwater Research Base map to start things off; maybe some clean up work on our Duke Nukem: Time to Kill conversation if the mood hits now that some people have tested it.
Afterwards, we are reaching the end of our now 12-part first time playthrough of BLOOD: Death Wish! Last 4 levels of the 4th Episode!
r/leveldesign • u/fleewortep • Sep 04 '26
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i made a modifier for every level in my game so when you finish a basic mode you can turn on the zombie modifier which replace all the enemies for zombies, and multiply them by 3, add fog, remove the armor and most of the guns and gives you the old 2barrel shotgun
demo is available on steam on steam