BP: Level Designing

NOVEM
Novem: Dev Blog
Published in
2 min readMay 29, 2020

As more and more assets began to reach completion by our 3D team, our Tech Artist would be responsible for importing and placing the assets correctly, giving feedback as necessary if anything needed changing.

Key notes for correct implementation was ensuring the asset would be exported from Maya whilst in the center of the scene, with its Pivot Point located at the center-bottom of its mesh.

Keeping this consistent allows for a fast and efficient pipeline.

The Powerplant in the middle of set dressing

The Level Design had gone numerous changes over the course of production, meaning many iterations and lots of feedback, all in hopes to improve the look of the game.

Care that the assets were named correctly in Unreal was needed, as well as keeping track of level progress as multiple people would begin to edits things themselves simultaneously.

Much of the feedback was documented onto a Google Sheet, where we could easily track our progress and tick if we had addressed a task.

The example shown is from the Main Menu map.

To create this, we added duplicates of the Scout’s Skeletal Mesh performing their Idle Animation.

A Camera was then animated using a looped Sequencer to slowly sway it. We wanted to create a dynamic look for the start screen to entice players in. .

Below is it’s final outcome!

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NOVEM
Novem: Dev Blog
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