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Level Design Progress

  • Writer: Upawhat
    Upawhat
  • Feb 1, 2024
  • 1 min read

Updated: Feb 4, 2024

I took time out this week to collect screenshots from the Whiteboxed level in Unreal Engine and make a quick little post on how the paper design from my previous blog post translated into a 3D design.


This is the top-down design translated into the engine. Some minor alterations can be spotted to facilitate player movement and some aesthetics.


UE5 Top Down look of the design. If you notice the rookie mistake I made send me a DM

Room 1

This room adapted to the engine the most faithfully. I had no changes.


Room 1

Room 2

This is where I started deviating from the paper design. The windows were eliminated as it would not result in a meaningful visual impact. My original plan with the windows was to make the player feel less trapped in the level. But since the lighting is limited and the sky box is pretty much all black there seemed to be no need to have windows.


Windowless Room 2

Room 3

I think room 3 is well represented here. I had to scale the "chair" blocks to fit what would be the traversal space for the player.


Room 3

Finally this is what the Level looks like, with the elevation change and colliders highlighted (Blue - BSP geometry/ Red - Space collider).


Room 3 fly-by perspective



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