• «Alsaleh Factory» FPS map

    Small 2v2 map called «Alsaleh Factory» (My fourth try! for «Asymmetric» multiplayer level design) Modes: TDM, Skirmish (Note: Some 3D models in the level are premade Unity assets from «POLYGON») CS:GO Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2153733778                 See more images here: https://www.artstation.com/artwork/J9lX0a    

    Amin Montazeri
    Amin Montazeri
    Projects 4

    «Double House» FPS map

    Small 3v3 map called «Double House» (My third try for «Asymmetric» multiplayer level design) Modes: TDM, Skirmish (Note: Some 3D models in the level are premade Unity assets from «POLYGON»)   UPDATE: Playtest video added.               See more images here: https://www.artstation.com/artwork/q9ANRP    

    Amin Montazeri
    Amin Montazeri
    Projects 3

    «Ammo Storage 2» FPS map

    My second try for «Asymmetric» multiplayer level design Small 2v2 map called «Ammo Storage 2» Mode: Skirmish     (Note: All 3D models in the level are premade Unity assets from «POLYGON»)       See more images here: https://www.artstation.com/artwork/ZGgy8N

    Amin Montazeri
    Amin Montazeri
    Projects
  • Reaching Perfection, Chapter 27: Reputation - Ray Benefield

    About Reaching Perfection     Missed Chapter 26? Read it here: Nurturing     Intro Some of you have heard of my works. Some of you have heard of my past. Some of you recognize my name from somewhere. You judge me and my works based on the reputation that I have created. Good or bad. Remember that as a designer, you too are building your reputation for others to judge you by even if they have never met you and you have never met them. Always consider what

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    The Illusion of Space - Max Pears

    Max Pears, host of Level Design Lobby, discusses the Illusion of Space in games.  What is it, and how can this tool be used give players the sense that they are in a real life place?         Follow Max/Level Design Lobby Twitter: https://twitter.com/MaxPears iTunes: https://apple.co/2CwAkqD Spotify: https://spoti.fi/2ybMelK YouTube: https://bit.ly/2XUXcLf SoundCloud: https://bit.ly/2XYIo9K   Follow Next Level Design Join the Forum: 

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    5 Level Design Tips - Simon O'Callaghan

    Always be creating...New content! It is easy to stop or pause after finishing a project and not move on to something else. If the last project was too stressful or demanding, then try something with less detail or scope, start experimenting with new brushwork building methods or different gameplay setups. Stop the dust from settling and dive right back into your next masterpiece!   There are many ways to keep momentum going between projects. Experiment with new themes or texture s

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    Reaching Perfection, Chapter 26: Nurturing - Ray Benefield

    About Reaching Perfection     Missed Chapter 25? Read it here: Investment     Intro Have you ever taken the time to tell someone that you love their work and that you can’t wait to see more? Well if you have, how many times has that person gotten back to you personally? How much more excited are you for their product when you get that personal message back saying that they thank you for your support? How much more willing are you to share that person’s w

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    Reaching Perfection, Chapter 25: Investment - Ray Benefield

    About Reaching Perfection     Missed Chapter 24? Read it here: Advertising     Intro Do you have a great map that you designed that got very little attention way back in the day? How about that crazy little prototype layout that you threw together a couple months ago? Do you have goals of being an iconic figure in the level design world and having everyone enjoy your content? Then everything that you worked on will not go to waste. Quite the opposite, ev

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  • What Are You Working On?

    For sure it would be less because of the excess of textures/materials/blueprints that wouldn't be used at all. I have no idea why the hell some textures would take up so much damn storage, even with there being 10 different possible textures per material.   Edit: I'm pretty sure that it's because each of the textures have both an 8k and a 4k version, so over 200 total textures two times over in 8k/4k. Basically only use what you need and throw out the rest.

    Kantalope
    Kantalope
    Design Discussion

    What Are You Working On?

    I've finished the Chill Out side of my map.     Now onto the Damnation side.

    S0UL FLAME
    S0UL FLAME
    Design Discussion

    What Are You Working On?

    Im not being sarcastic, but how hard is it to make your own textures with photos? If you did all your own 3d modeling and added your own photo textures, wouldn't it take up way less storage?      

    Chronmeister
    Chronmeister
    Design Discussion

    What Are You Working On?

    I've got all of them in my library already lol. Time to pray to the TurboSquid gods to find good, low-poly 3d environment models.

    Kantalope
    Kantalope
    Design Discussion

    What Are You Working On?

    pretty much anything Paragon or Infinity Blade, Soul: City, Soul: Cave, and Water planes, not picuted.  

    JB_
    JB_
    Design Discussion
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    Rutger van de Steeg.jpg

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