Just watching those timelapses helps me in actually starting.
@CellarPhantom3 жыл бұрын
How to level design: "Block it out and try it until it feels good"
@MyrkurGames3 жыл бұрын
Hey, glad you liked it! we have another level design video on our channel if you are interested in more level design content from us :) But in general the process goes through a few stages during development. The Horizontal slice(a.k.a. Playable narrative): A level that mostly showcases the mood, feel, and general flow of the level and tells the story of what's going to be happening in the main game. After a bunch of playtesting we bump the levels up to White Box. WB: Thats the stage where we try to finalize as much as we can, concerning gameplay. So thats were we have all the traversal, and player paths properly layed out, we have blockouts of vistas and landmarks. As well as semi finalized puzzles. Form there we playtest A LOT and tweak the level based on feedback (This can lead to us scrapping the level in it's early stages and starting from scratch), and bump it up to Orange Box. OB: Orange box is the last real production stage of the process, where we start adding in final art and removing all temp assets from the scenes. Once this stage is done the level should be "ship-able" but not 100% polished, all gameplay and mechanics, hero-props, and paths should be finalized in this stage. Then once most of the levels have reached an OB status we go back into Hardening. Hardening: Hardening is a polish stage where we do a lot of minor detail work and bug fixing to get a better level of polish. Hope this helps. P.s. here's a link to the other level design video: ( kzbin.info/www/bejne/pJ6wgWalpdqpl7c )
@CellarPhantom3 жыл бұрын
@@MyrkurGames Big thanks for such a quick and elaborate answer! Will check out the other video too.
@Petru2282 жыл бұрын
That's actually the level design part, the rest of the vid is level art. Some level designers do both, but more often than not a level designer does the blockout/scripting gameplay and artists do the rest.
@caseybennett1385 Жыл бұрын
Good comment, great replies. 🥲 Beautiful.
@TheRealJDC3 жыл бұрын
This was fascinating to watch. These types of videos are ABSOULTELY ESSENTIAL to people wanting to enter the gaming industry. They allow us to take what we THINK a job involves into what they actually involve. Thank you.
@AdScarisbrick2 жыл бұрын
I love how quick and straight to point the video is! It's humble and gives you information straight up, Thank you! :D
@connorhale38424 жыл бұрын
Very insightful! Thank you for giving us a look at your process! Cant wait for more.
@dreadxlegionx0583 жыл бұрын
Gonna be a level designer and this was really helpful. Thank you!!
@woupsaffle70633 жыл бұрын
Good luck with that, its my goal to be one
@pixelb0i2553 жыл бұрын
We want more videos like this. We always see the end product, but not the blood , sweat and tears going into it lol. Thank you sir. Don’t even speed through it. If takes 8 hours it takes 8 hours lol
@MyrkurGames3 жыл бұрын
That's right! Sometimes the only way is to work really hard at something for a long time...
@fuzzypanda16842 жыл бұрын
I love Epic for making Unreal available for free, and Meagascans and Quixel for making their libraries also available for free. It's really amazing, I've been building and making scenes and games for 6 months now and haven't spent a penny.
@peterlaanguila50982 жыл бұрын
Cool to see the level designer doing also the environment art, looks cool and fun but usually designers do blockouts and artists environment art. Getting people to test level design and art at the same time could make testers be amazed by good art while not considering design aspects or the other way round. I would split up the process on LD then EnviroArt. Megascans assets are amazing but that could also make us fall onto the trap of being the current asset the ones dictating the art direction and narrative instead of us
@MyrkurGames2 жыл бұрын
You are very correct! All valid points! Back when we made this video, our Level Team was just Eiríkur by himself. So, naturally, the video unintentionally focuses on the journey of a solo-dev making an arena level, largely focues on assets. Today, our Level Team is around 10 employees, and our technique has changed significantly! It's very tempting to go back and recreate this video with a full team, showing off the workflow we use to develop our game now that we've got the team we want. Perhaps at some point next year? Thanks!
@MasterMahad3 жыл бұрын
Absolutely Amazing! As someone who is looking to improve and elevate my narrative design, this is absolutely essential to know and learn about level design. Thank You!!!
@Draknar4 жыл бұрын
Great video! It's really cool to see a practice example of Megascans and get a overview of your workflow.
@sophialiles9707 Жыл бұрын
Thank you so much for this video, Level Design is explained great, I’m currently learning these skills at university and it’s really cool to see them in practice. I didn’t know about the customisable grid and definitely would be using that in my practise for size reference, I’m sure it’s still in UE5 as I believe this is UE4. Can’t wait to see the game! :))
@AhviMa2 жыл бұрын
Bruhh, I don't know how but this video helps alot. I guess watching a professional do it helps, let alone a good teacher.
@amyaw984 жыл бұрын
Incredibly helpful! Thank you for your time :)
@frosti87873 жыл бұрын
Thanks, great video! Really good stuff. I hope development is well, keep up the great work!
@MyrkurGames3 жыл бұрын
Thanks! :D
@josephvanwyk20883 жыл бұрын
FINALLY a game developer that talks sense. Trying to figure this out for a year now, and you've beautifully explained the pipeline process in 8 minutes, where other's beat around the damn bush. So can I ask, with all these environment assets you mentioned (15 or whatever), when adding people, and buildings - how hectic is the draw call then? I'm struggling to understand the mix between environment detail and then the detail required for a building and it's props all together. I guess it's also an optimization question.... Do you use Blender to build your models and then import them into unreal/unity ? And if so, how to do you manage the vertices control? Is there like a golden rule to follow (for example, a building shouldn't have more than 1000 vertices or something)?
@MyrkurGames3 жыл бұрын
Hey happy to be of assistance, a few things were pretty vague in this dev tip video like that draw call point, we are using some instancing to lower draw-calls and keeping the number of materials on a given mesh to its lowest possible number. But if you want to dive into these things there is a super useful course over at Learn Unreal called: "An In-Depth look at Real-Time Rendering". It's a pretty solid baseline for most things concerning rendering expenses: draw-calls, tri counts, lighting etc. Course link: learn.unrealengine.com/course/2436622
@Okir093 жыл бұрын
I wish i could see those fast forward videos but in real time so we could see all the steps :)
@Sickmave7211 ай бұрын
This video is such a gold mine!
@dexxxterrr9088 ай бұрын
❤ thank uou for sharing your exp
@Cazametroides4 жыл бұрын
Thanks for the insights guys!
@HydroxXTV Жыл бұрын
Take a shot each time he says megascans. Disclaimer: youll be dead before the end of the video.
@yellow13_3 жыл бұрын
Finally a good fucking video
@KalisCZ3 жыл бұрын
I like how level design can be really easy, you just have to use your imagination and download the assets haha, this video makes me really start some project. Amazing job, subscribe!
@corriedotdev Жыл бұрын
Loved this! Inspired
@777SFINN7773 жыл бұрын
This is very cool. explained well!
@TheBugB3 жыл бұрын
Do you use BSP brushes or just like a regular 3D mesh?
@MyrkurGames3 жыл бұрын
I use all of them :)
@TheBugB3 жыл бұрын
@@MyrkurGames so when you do your block out you use normal 3D meshes like cubes and what not? I see people saying like “BSP only!!!!” But I find them annoying to work with cause in unreal you can only select one at a time (maybe that’s a bug with 4.27 not sure) anyways thanks!
@swat372 жыл бұрын
Modular design is very speedy indeed!
@cubeflinger3 жыл бұрын
So after you add the assets do you delete the block out?
@MyrkurGames3 жыл бұрын
Usually I like to dump it into a sublevel, so I can still toggle it on and see it for reference
@Sto083 жыл бұрын
Very Cool!! Thank you~
@chankulovski2 жыл бұрын
I would like to ask regarding collision . How did you managed to apply the collision ? Was it automatically " Use complex collision as simple ", or you've done it manually per each asset before throwing it to the Level ? Amazing work btw !
@DhrumilDoshi2002 Жыл бұрын
Hey brother, this video really helped me to get an idea of how to work with a level, but I have a question, Is it necessary for a level designer to know coding ??
@Francking473 жыл бұрын
Thanks for that video! Was wondering where the level designer job ends and where the environment/level artist job begins? Are the megascan assets you use in your level are first approved by the art team? Or you are provided complete freedom to pitch your level? In other words : how much is reused as is in your level by environment/level artists? It seems like blocking++ that we wouldn't normally think of doing because "level art" at this phase by designers might be seen like a waste of time by somes, but with the pipeline you propose, it seems faster than ever.
@MyrkurGames3 жыл бұрын
This usually depends on team size. Here at myrkur we have a melding of sorts, where level designers and Environment artist work closely on all aspects relating to the level. So bumping levels up from White box over into Orange Box is a joint effort between departments since the level still has to read as well after being beautified. This will definitely not be the case at every company, and some level designer only work in block mesh.
@KutsenkoCG3 жыл бұрын
Very useful, thanks :)
@MyrkurGames3 жыл бұрын
Glad it was helpful!
@MDSZilla3 жыл бұрын
Hi, I saw your Timelapse for the Level Build posted recently, I saw you using Splines for the Placement of Assets, could you kindly share how I could setup the nodes for that? I already tried using some tutorials but they tend to not connect them properly and cause gaps between the assets. Also, LOVED THE TIPS, I always have to add a new post process whenever I setup a scene, I'll from now on be using a template, and I can see how that can save time over time.
@MyrkurGames3 жыл бұрын
If the meshes are not connecting properly in a spline actor you should set up an offset, that you can tweak so the actors overlap in a nice way. And glad you enjoyed it! :)
@MDSZilla3 жыл бұрын
@@MyrkurGames Appreciate your input, thanks a lot.
@expl0itr2 жыл бұрын
Amazing!
@Juri-xz8qv2 жыл бұрын
but how can you make it that its not lagging with so many objects in this scene?
@Atezian2 жыл бұрын
This isnt about designing the greybox level though. This is about level workflow from start to finish. Seems there is very little content about designing 3D levels for the mechanics of the character
@MyrkurGames2 жыл бұрын
We really, really, want to make one of those videos, but it's hard because we don't want to spoil anything juicy either. Maybe we can make one sometime after release?
@Atezian2 жыл бұрын
@@MyrkurGames That would be awesome. I understand what you mean and I had not considered that. It's like a mystery area between design and landscaping: very intagible to the immediate mind. I find it very hard to create a good balance of size for the movement speed and mechanics of the character controller. Perhaps overly so for 3D platformers.
@karthikvedantham12583 жыл бұрын
Great presentation and very interesting to watch ✌🏻😁
@DarknessChronicles3 жыл бұрын
Great work. Do you keep BSPs under the terrain and behind the rock assets or delete them afterwards?
@MyrkurGames3 жыл бұрын
Since most of the assets only have one face we like to put super simple geo, like boxes or planes, behind assets that are being lit from behind to prevent light bleeding through the asset
@DarknessChronicles3 жыл бұрын
@@MyrkurGames Thank you for your kind reply. They say it's bad practice to leave basic geometry shapes in your scene but what you say is makes sense :)
@MyrkurGames3 жыл бұрын
@@DarknessChronicles Yeah definitely keep them to a minimum and only use them if the serve a purpose :)
@Cloroqx4 жыл бұрын
Loved this. What is the name of the tiled grid material you are using? Cheers!
@MyrkurGames4 жыл бұрын
It's called Customizable Grid by Zaroa.net and it's $16.61 on the Unreal Marketplace. www.unrealengine.com/marketplace/en-US/product/customizable-grid
@hakametal4 жыл бұрын
Can those grid materials be applied to BSPs or are they all static meshes? Thinking of buying this.
@wy73934 жыл бұрын
You could use this free pack www.unrealengine.com/marketplace/en-US/item/098c446d42674c89af00f692bf071fce
@MyrkurGames4 жыл бұрын
You can put that material on all meshes!
@OllieHall983 жыл бұрын
Hey Eiríkur, nice walkthrough, thanks for that! Is the blocking out essentially the beginning of a level design process, or do you sketch out designs on paper/drawing software beforehand? I'm trying to understand the intentions/approach to the area you created. Thanks!!
@MyrkurGames3 жыл бұрын
Hey, so for an arena like this the most important thing from me is that the combat feels good and that the way forward, post combat, is clear. But in general the process goes through a few stages during development. (re-using a previously posted comment here hehh) The Horizontal slice(a.k.a. Playable narrative): A level that mostly showcases the mood, feel, and general flow of the level and tells the story of what's going to be happening in the main game. After a bunch of playtesting we bump the levels up to White Box. WB: Thats the stage where we try to finalize as much as we can, concerning gameplay. So thats were we have all the traversal, and player paths properly layed out, we have blockouts of vistas and landmarks. As well as semi finalized puzzles. Form there we playtest A LOT and tweak the level based on feedback (This can lead to us scrapping the level in it's early stages and starting from scratch), and bump it up to Orange Box. OB: Orange box is the last real production stage of the process, where we start adding in final art and removing all temp assets from the scenes. Once this stage is done the level should be "ship-able" but not 100% polished, all gameplay and mechanics, hero-props, and paths should be finalized in this stage. Then once most of the levels have reached an OB status we go back into Hardening. Hardening: Hardening is a polish stage where we do a lot of minor detail work and bug fixing to get a better level of polish. Hope this helps.
@OllieHall983 жыл бұрын
@@MyrkurGames thanks this is a lot of v helpful information! 2 questions... 1. Any idea why it's called "orange" box? 2. Is the horizontal slice essentially a very rough whitebox then? Does it include rough combat encounters or is essentially more of a walking simulator with narrative beats?
@MyrkurGames3 жыл бұрын
@@OllieHall98 So to answer q1 it's Orange box, because there we start adding in the color (and assets) and q2: Yea, it's mostly a walking sim, kind of, with very simple nods at gameplay, so we might add an enemy or two or just have floating text that screams “COMBAT” and a few A posing models standing around. It's there to get a sense of pacing, what type of environments we envision and how the story feels as an experience rather than just being text on paper.
@OllieHall983 жыл бұрын
@@MyrkurGamesAwesome - that sounds like a great way to design levels and world without getting too bogged down in the details at the beginning
@sunriseeuw73638 ай бұрын
So the mega scans from ue5 xan u use in ur own game? Did i got that correct?
@abdelhaksaouli88022 жыл бұрын
He answered every thing about level desing but left the most important one which is : HOW DID YOU GOT THE IDEA OF THE BLOCKED OUT LEVEL IT SELF x')
@MarsalEntertainment.2 жыл бұрын
Hello, I have a question. Does a level designer have to program the AI in the level that he has created?
@Petru2282 жыл бұрын
This video is a lot about level art and very little about level design, like rational design. Yes a LD does the blockout and scripting which includes the AI stuff.
@MarsalEntertainment.2 жыл бұрын
@@Petru228 So a level designers job is only creating a white box arena/level and programming the ai in that level? Is there a chance you could send me a good video explaining exactly what a level designer does instead of explaining over and over again? (Thanks btw)
@MyrkurGames2 жыл бұрын
@@MarsalEntertainment. The answer here changes wildly from project to project. But by and large, a level designer creates the game-level from pieces created by other talented people. LDs use a player, enemies, and gameplay elements (climbing, puzzle-pieces, etc.) created by gameplay designers, programmers, and others. This includes creating an arena (like in this video) and creating a fun encounter using enemies created by other team-members. And in this video, our LD populates the level with assets created by environment artists, but today, we'd expect our Environment Artists to populate it. I can't think of a video explaing specifically this, but maybe we can make one... 🤔
@MarsalEntertainment.2 жыл бұрын
@@MyrkurGames That would be great. Thanks a lot! Btw Echoes of the end looks really good!
@BarakaGameDev4 жыл бұрын
Hello, was asking if you could do another level but without timelapse. I just want to know your thought process when making the game.
@MyrkurGames4 жыл бұрын
That would have to be a live stream of some sort, which we have not planned on doing. But it's not a bad idea, so we'll definitely think about it :D
@nothingspeaks4 жыл бұрын
how did you get the assets to have collision did you just use ue4s auto convex collision tools, becasue MS doesnt have collision naturally
@MyrkurGames4 жыл бұрын
We use the convex collision on most of them, the rest we do by hand either in engine or in modeling programs, our Art Director says this tutorial is very similar to her process for manual collision when she's dissatisfied with the auto collision: kzbin.info/www/bejne/j6m5d3aed5iirrs
@TheEraindil4 жыл бұрын
Hi, nice video, really helped me. Do you use bsp to block out the level are do you use static mesh from start?
@MyrkurGames4 жыл бұрын
I mostly use just basic cubes (so yeah mostly static meshes) to block everything out and sometimes I use a landscape with a grid-material. But if I'm blocking out a set piece I will go in and use the box brushes to create more complex details to help the environment artists to create the meshes needed for the fleshed out level. The only BPs I use are mechanical BPs, that is gameplay actors like interactable objects etc... , and then the occasional static mesh spline to save time
@TheEraindil4 жыл бұрын
@@MyrkurGames OK interesting. I though that you used bsp at the beginning of the video but then you "wrapped" the cubes with static meshes and I was not so sure anymore. Thanks for the precision!
@samuelkilik82333 жыл бұрын
Do you use world composition in your game level
@MyrkurGames3 жыл бұрын
We have bee using traditional level-streaming for our levels, since they are quite linear in nature :)
@samuelkilik82333 жыл бұрын
@@MyrkurGames Do you suggest using WC in a medium scale map with no backtracking
@MyrkurGames3 жыл бұрын
@@samuelkilik8233 It totally depends on the game, I would just try setting up 2 scenarioes using either levelstreaming or WC, and see which type you like working with :)
@rowanchandlee4373 жыл бұрын
Mega scans is INSANE!!!!
@MyrkurGames3 жыл бұрын
And with UE5 Quixel is just in Unreal! These are crazy times we live in!
@lazyturtle613 жыл бұрын
Do level designers use code too?
@MyrkurGames3 жыл бұрын
Depends on the team size. Level designers in small teams will most of the time need to code a lot, but in bigger teams the level designers will, usually, still be expected to at least script for their levels.
@lazyturtle613 жыл бұрын
@@MyrkurGames i see, im learning code rn and wanna be a lvl designer later
@MyrkurGames3 жыл бұрын
@@lazyturtle61 It's definitely a good skill to take into a level design role, and helps you communicate with your programmer peers, since you will be able to understand most of the terminology related to the programming side of the games development :)
@9ubagurbi6 Жыл бұрын
what's happening to this game? I've been on your website and it's not even shown there. Is it cancelled?
@MyrkurGames Жыл бұрын
Far from it! We're still working hard on it! We're deep in development now, and we'll start sharing game footage again when we're ready, but that's not yet.
@9ubagurbi6 Жыл бұрын
@@MyrkurGames Happy to hear this! Wishing You much patience though, I know how game dev is demanding, best wishes to all in the team : )
@ValdiCoolGaming4 жыл бұрын
Are you guys planning on releasing the game on steam or on the epic games store? Or is that yet to be decided?
@MyrkurGames4 жыл бұрын
We are still too early for that to be decided :)
@przemyslawmoleda20674 жыл бұрын
Hello, nice tutorial all looks grate as level disainer , but I have a question. I made 1 map and it takes 1 GB after optimization, it takes 700 MB and if there will be, for example, 10 maps, it will take up 7 GB of memory. And I don't understand how, for example, the game "real racing3" takes up 800mb of memory on a smartphone and has a lot of nice looking graphical maps. Can you explain to me how they do it or give me a link where I can find out something about it I would be very grateful
@MyrkurGames4 жыл бұрын
Hey, So looking at that game you can see they use very few unique assets and they use low res textures. You can lower your game size by re-using textures and as well as cutting out all unnecessary assets in your game and levels. Hope this helps
@rathore39912 жыл бұрын
And as well real racing have ingames download maps and cars and for mobile you should go with 512 or 256.
@ameeaty40883 жыл бұрын
awesome video,would you please tell us the specs for your computer ?
@samuelkilik82334 жыл бұрын
sir how do you delt with the poly and triangle count for the assets .... do you use lod or just use like lod 3
@MyrkurGames4 жыл бұрын
we use the inbuilt lod-ing system in UE4, as well as reducing the try count as much as we can
@samuelkilik82334 жыл бұрын
@@MyrkurGames sir do you guys made a tutorial on how you delt with it
@lucastotton93303 жыл бұрын
Does a level designer draw anything or is that another job
@MyrkurGames3 жыл бұрын
That totally deppends on the company, but at Myrkur, the most a level designer will draw is the level layout as a map. Other environmental/ mood design drawings/ artwork are done by concept artists.
@lucastotton93303 жыл бұрын
Thanks the reason I asked was because I wanted to become a level designers
@robertzavaglia283 жыл бұрын
Thanks a lot for the great explanation, I always wanted to work in the videogame industry but it's unclear what's the best first step, have you got any advice?
@MyrkurGames3 жыл бұрын
GMTK has an excellent video called How to be a Game Designer; kzbin.info/www/bejne/hn67l2ObbdNlhcU
@avistryfe4534 Жыл бұрын
My advice now would be get the best pc you can. Cuz its demanding af. You can dabble and make linear games with lower specs. But the serious stuff will definitely require a decent pc. I recommend 4080 with at least 64gb ram. Im getting away with learning on 2070super. But sometimes youll hit a ram spike that takes more than 16gb i have and it crashes. This has mainly only happened during my attempts at larger really detailed maps. I have since moved to smaller maps and it is more stable but sometimes it will crash still. I also dont get fancy visuals that a player with a nice pc/monitor would see. So the game would end up maybe hideous looking to those people and you would never know. Still. Theres alot to learn in it. So i take that time to learn and save money for a really good computer.
@cretek39574 жыл бұрын
did you have a degree to get your job? went to school for graphic design and I don't find it that appealing anymore, im sure it's somewhat of a niche market for game design unless im mistaken
@MyrkurGames4 жыл бұрын
So, Eiríkur has a computer science degree, but through other projects he has worked on as well as a natural progression within the company he moved into the position of lead level designer so he did not have a prior degree in level design per say. That being said, having a degree is certainly a way to get into a job interview but not the only criteria people look at when acquiring talent. So don't let not having a degree stop you, just put in the work, create a portfolio and keep working on it and getting feedback. That's the best way to get into the industry
@cretek39574 жыл бұрын
@@MyrkurGamesthat's cool. I believe I have the capability to become a good level and environmental designer but with a new full time job underway it seems like it could be impossible to get motivated with learning the software and creating content for my portfolio. thanks for the insight though ill keep it in mind, he has some good work!
@TheRealJDC3 жыл бұрын
@@MyrkurGames thank you for this reply. I am currently through a similar scenario to the OP and liked your in depth reply.
@marcuslane62893 жыл бұрын
Do you have to pay to use mega scans in your game? Or do you use mega scans just for art direction?
@MyrkurGames3 жыл бұрын
You can use them for free on Unreal, just get them from the market place! However if you are using another platform then you have to pay to get the assets
@shifugurugaming2 жыл бұрын
I WANNA KNOW WHERE HE GOT TREES FROM!!!!
@MyrkurGames2 жыл бұрын
The vast majority of our trees we make in-house, but you're in luck! These specific trees are altered versions of the ones from the Book of the Dead Unity pack. unity.com/demos/book-dead
@mahendrabhatia75984 жыл бұрын
can i be a level designer by using other people assets?
@АкимПанов-д1ж4 жыл бұрын
Yes,it is much harder than you think. Now i'm using textures from the 'Texture Paradice',you can find it easily in Google. I also make objects in Blender,for example,few weeks ago i created my modern room in Unreal Engine 4 with my own materials. I made bed,tables,chairs,balcony and etc.I also took photos of textures,for example,in Ikea with my phone.Yes,it's not as cool as Quixel Megascan or Poliigon,but it helped me to understand this process better,because i'm always wanted to know,how game companies work with the textures for their games. But,anyway,you can calmly use textures from the sites like i do. It will help you with your level designing journey,overall,you will learn how to work with the different types of textures.
@MyrkurGames4 жыл бұрын
It really depends on your project, your experience and most vitally; your team! Eiríkur here uses the assets created by Megascans and by our Art Department - not ones he creates himself. If you're just getting started consider playing around with publicly available assets to create a portfolio which you can try to shop around to get a job.
@xitsjinxbtwx3 жыл бұрын
Hi! I’m looking to do just this. Would you suggest a bachelors degree in Game Art or Game Design?
@MyrkurGames3 жыл бұрын
When hiring, most companies will look at experience above anything else. A degree in Level Design, or similar field will give you experience, so will working at a company. But the degree isn't worth anything unless you produced something cool while at school! The best way to get started is by making games, small games, in a game-jam or over a week. Most of us at Myrkur Games have a wide backlog of various projects like that, we could show them off during the hiring phase, that right there is gold!
@wearestrong36503 жыл бұрын
I guess if you want to work with those guys you need a blond hair greate video thanks
@MyrkurGames3 жыл бұрын
We are always looking to add new colors into our hair color lineup, got any great ideas? :'D
@TheBugB3 жыл бұрын
To be fair most people from Iceland have blonde hair. So its not like they have to go out of their way to find a bunch of Icelandic game devs with blonde hair.
@Mark-nm9sm3 жыл бұрын
POV : You searched for tips on map design
@MyrkurGames3 жыл бұрын
Welcome to our channel! Hope we're helpful!
@majorbarnulf26084 жыл бұрын
[people] : * uses unity/unreal engine * [epic] : you want modules to import and use megascans? sure! [me] : * uses godot * [epic] : haha, nope.
@wagwan04 жыл бұрын
Same bruh
@ilypavan Жыл бұрын
zank you.
@haynedev76313 жыл бұрын
It terrifies me I never heard of the game or the awesome team
@davewood68683 жыл бұрын
I really enjoyed this until I realized it was a Megascans advertisement.
@MyrkurGames3 жыл бұрын
This video was indeed made in partnership with Megascans, if you want a similar video without the product placement, check out this other one we did! kzbin.info/www/bejne/pJ6wgWalpdqpl7c
@eaglenebula21724 жыл бұрын
Wait is that Thor doing level design 🤔 ?
@MyrkurGames4 жыл бұрын
I noticed you've copied my beard!
@jimmyryan58803 жыл бұрын
Show the damn screen
@TheP1x3l11 ай бұрын
I guess if you cant use megascans because the realism is the wrong style for your game, you have to work a lot harder? 😅
@K3vyB Жыл бұрын
This isn't level design my guy...
@spinechiller5679 ай бұрын
Yea it is
@TheRealNirox2 ай бұрын
@@spinechiller567Nope. It's more of Level Art. Designing Levels is kinda different.
@Lukifah2 жыл бұрын
asset flipper lol
@svenrawandreloaded3 жыл бұрын
mega scans is going to destroy creativity in level design.
@MyrkurGames3 жыл бұрын
Our experience is the opposite, instead of spending our resources on making rocks, cliffs, and generic props. We spend our efforts on unique props, detailed structures and one-of-a-kind assets. As a time-saving resource, that time can instead be invested in the game-identity, boosting our creativity!