WorldofLevelDesign

Tutorials to Becoming the Best Level Designer and Game Environment Artist (since 2008).

My name is AlexG. I am the creator of World of Level Design.com I love level design and game environment art. My sole purpose is to create tutorials through which you can learn how to design your own levels (maps) and create your own game environment art.


WorldofLevelDesign

Portion of environment is done.

Modular pieces are stressed tested. All work.

But it’s time to start working on tiling textures to see how surfaces fit together before building rest of environment. And before adding med to small detail & props.

Modeled in Maya, designed in UE5.

2 weeks ago | [YT] | 218

WorldofLevelDesign

Creating the entire environment first.

All untextured, using a flat shader and all modular meshes. Designing the space.

This way, the entire environment will be created with modular meshes first.

Then will focus on texturing and material creation.

I’ve documented similar approach from start to finish in Modular Environment Masterclass course here: www.worldofleveldesign.com/store/modular-environme…

Maya modeled. UE5 created.

1 month ago | [YT] | 174

WorldofLevelDesign

We have modular railings. Modeled in Maya and imported into UE5.

Stand-alone. Attached to a wall. End caps. Straight. Inclined. Connector pieces 90 and 180 degrees.

Enough for pretty much most use case scenarios.

1 month ago | [YT] | 131

WorldofLevelDesign

Always be creating.

1 month ago | [YT] | 81

WorldofLevelDesign

Beginning to replace BSP blockout w/base meshes in UE5.

These meshes will become final. But right now, it’s all about size, dimensions & how they'll work together.

I covered full process of modular geometry creation in Modular Environment Design Masterclass: www.worldofleveldesign.com/store/modular-environme…

1 month ago (edited) | [YT] | 136

WorldofLevelDesign

Maybe a start to something beautiful.

Or might delete later.

Idk.

Early and rough BSP blockout in UE5 to get the sense of space and layout to an idea.

2 months ago | [YT] | 213

WorldofLevelDesign

Simplicity & subtleness of painted bricks in UE5.

Keep setup simple but always offer a lot of customization & variation through Base Color, Roughness, Normal Maps, Masks & Dirt Overlays controls.

Learn how to create UE5 Materials for environments here: www.worldofleveldesign.com/store/ue5-master-mat-cr…

2 months ago | [YT] | 72

WorldofLevelDesign

3 initial base brick textures in UE5. Base starting point. Defaults.

Then fun will really begin with Material Instances & the many customized material controls set up & ready to go.

Albedo, Roughness, Normal Map, Dirt Overlay Variation & separate control for grout and brick.

2 months ago | [YT] | 94

WorldofLevelDesign

“Perhaps the best poolroom assets in FAB.”

“Nice assets, easy to use in my project. And a very detailed tutorial provided, shows a lot of variation for the asset.”

UE5 Modular Assets: Tiled Rooms & Pools Environment (Liminal Spaces)

Get it on FAB: www.fab.com/listings/5dd95b49-6052-4ef0-ab59-8e9b3…

2 months ago | [YT] | 57

WorldofLevelDesign

In Unreal Engine there are 2 methods of texture painting on Static Meshes.

1. Vertex Painting: standard (older) method. Been around for years. Doesn’t work on Nanite geo, needs sub-divided meshes (more vertices the better).

2. Texture Painting: new method, requires Virtual Texture support enabled. UE5.5+, works on Nanites and on non-Nanite geo, doesn’t require lot of verts.

5 months ago (edited) | [YT] | 194