Does soemthing like this exist???
Sounds like you want my game engine but I'm not done with it yet so you'll have to wait. [wink]
This is your life, and it's ending one minute at a time. - Fight club
Level editors are inherently game specific. UnrealEd is one option, Hammer (Source engine) is another, the FarCry Sandbox Editor (I think that is what it is called) is another. A lot of time a game will use its own proprietary map format and so you need a custom editor to work with it.
On the other hand, with some other games, such as the Resident Evil games, all level editing is just performed inside the 3d packages.
Pretty well no matter what, unless you learn how to program, you're going to have to abide by the 'rules' of whatever engine you're using.
On the other hand, with some other games, such as the Resident Evil games, all level editing is just performed inside the 3d packages.
Pretty well no matter what, unless you learn how to program, you're going to have to abide by the 'rules' of whatever engine you're using.
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter
At our studios production for level design starts out:
Concept phase 01: production with concept art, quick sketches and design layouts in Photoshop.
-
Concept phase 02: Finalizing concepts and using 3dsMax to create a Pre-Visual mock-up of the level.
Which can look something like this:
-
Prototype phase 01: By now you and your team should be happy with the level layout. Changes between concept phase 02 and prototype phase 01 are bound to happen. You need to aim for a final layout by the end of prototype 02. This phase I would start to use the in house level editor or the game production engine's editor. In my case Unreal Ed. A quick BSP version is mocked up in the editor. Sent to the team via perforce. Each designer, artist and coder is allowed to test the game for feedback. Don't just leave it to designers to give feedback, the whole team needs to be involved.
-
Prototype phase 02: Now that you've got the basics down for your map you can then go back to the Designers/Level Designers then add the game play features to the map. For this example cover nodes and destructible environment will be placed in this basic version of the map. This allows the designers and producers to play the map with its game features and discuss additions or cutbacks to increase the "fun" element in the level.
-
Production First Pass: The level is then handed to the world artist/environment artist. During this stage the artists and level/game designers will be working back and fourth off each other to keep the maps concept in order. Artists will start building "Modular" assets for the environment as well as working out a colour palette and atmosphere lighting.
When using a modular system it enables pieces of static mesh to connect to other static mesh. You can either have a randomizer. Think of it like Lego.
-
Production Second Pass: By now your artists should be well on there way to 60-70% completion of the level. The setting and concept is now handed to the lead artist. However you’re not done yet. Always keep updates of the level. My advice is to hold weekly meetings on progress of the level. We usually have 2/3 artists working on one level. Always try to have a senior in charge of each level. Our layout has a senior for each map created then 2 normal artists helping out. Also junior artists are a very good idea for making a modular library of assets or you can outsource.
Polish: Your level should be around 95% complete all there is within this phase is to add final lighting, render out all shadow maps to best quality (keep an eye on texture size). As well as maybe tweaking a few loose objects or UV texture Co ordinates. The level once passed to lead artist should pass around the team for extensive game testing then given to the coders to implement into the next build and hoping it doesn’t brake the build, because it's a nightmare when it does.
I do realize this is based on the studios I work at and I know studios do level design differently. Racing games for example probably push maps out between 7-8 weeks. FPS games may take longer but this all depends on your teams experience and your experience.
Also like to point out - Most level designers have scripting experiance (Python, LUA, Unreal Script). Scripting isn't codeing it's much more user friendly then languages like C+ and Java.
Nearly all levels have scripted events so to be an true level designer you are going to need to know scripting otherwise your basicaly an artist. Although thats my view.
Concept phase 01: production with concept art, quick sketches and design layouts in Photoshop.
-
Concept phase 02: Finalizing concepts and using 3dsMax to create a Pre-Visual mock-up of the level.
Which can look something like this:
-
Prototype phase 01: By now you and your team should be happy with the level layout. Changes between concept phase 02 and prototype phase 01 are bound to happen. You need to aim for a final layout by the end of prototype 02. This phase I would start to use the in house level editor or the game production engine's editor. In my case Unreal Ed. A quick BSP version is mocked up in the editor. Sent to the team via perforce. Each designer, artist and coder is allowed to test the game for feedback. Don't just leave it to designers to give feedback, the whole team needs to be involved.
-
Prototype phase 02: Now that you've got the basics down for your map you can then go back to the Designers/Level Designers then add the game play features to the map. For this example cover nodes and destructible environment will be placed in this basic version of the map. This allows the designers and producers to play the map with its game features and discuss additions or cutbacks to increase the "fun" element in the level.
-
Production First Pass: The level is then handed to the world artist/environment artist. During this stage the artists and level/game designers will be working back and fourth off each other to keep the maps concept in order. Artists will start building "Modular" assets for the environment as well as working out a colour palette and atmosphere lighting.
When using a modular system it enables pieces of static mesh to connect to other static mesh. You can either have a randomizer. Think of it like Lego.
-
Production Second Pass: By now your artists should be well on there way to 60-70% completion of the level. The setting and concept is now handed to the lead artist. However you’re not done yet. Always keep updates of the level. My advice is to hold weekly meetings on progress of the level. We usually have 2/3 artists working on one level. Always try to have a senior in charge of each level. Our layout has a senior for each map created then 2 normal artists helping out. Also junior artists are a very good idea for making a modular library of assets or you can outsource.
Polish: Your level should be around 95% complete all there is within this phase is to add final lighting, render out all shadow maps to best quality (keep an eye on texture size). As well as maybe tweaking a few loose objects or UV texture Co ordinates. The level once passed to lead artist should pass around the team for extensive game testing then given to the coders to implement into the next build and hoping it doesn’t brake the build, because it's a nightmare when it does.
I do realize this is based on the studios I work at and I know studios do level design differently. Racing games for example probably push maps out between 7-8 weeks. FPS games may take longer but this all depends on your teams experience and your experience.
Also like to point out - Most level designers have scripting experiance (Python, LUA, Unreal Script). Scripting isn't codeing it's much more user friendly then languages like C+ and Java.
Nearly all levels have scripted events so to be an true level designer you are going to need to know scripting otherwise your basicaly an artist. Although thats my view.
Use Blender (http://www.blender.org) You can do 3D animations and make games.
Quote:
Snooky
Use Blender (http://www.blender.org) You can do 3D animations and make games.
I second that. It's relatively easy to use, you can make entire levels and landscapes with it, there are free models to download, you can import models for use in OpenGL, and its free to download too.
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