10 quick, useful tips to help improve, refine, fix and remind you of tools, techniques and principles you may have not known or forgotten about.
Sometimes you need answers in straightforward and simple way without having to watch long video tutorial.
All videos are very short, between 1-5 minutes and each tip includes detailed notes for quick reference.
The following Part 1 includes the following 10 UE4 Quick Tips:
Updated tutorial to the latest version of UE4.
In this tutorial you will learn how to download and install Unreal Engine 4 on your computer.
The process if fairly simple, but it does require few additional steps before you can use Unreal Engine world/level editor.
Follow these 6 steps to download and install Unreal Engine 4.
What if you could finally learn to use UE4 from scratch and begin creating your own environments, levels and games in just ONE DAY...
Still struggling with UE4?
Unreal Engine 4 isn't going away any time soon. In fact Epic Games just sent out an email few weeks ago reporting: "Demand for Unreal Engine and real-time 3D skills at all-time high".
I've originally released "UE4 Fundamentals" in September of 2015. At the time I used version 4.7 to create the tutorial course with.
But many things have changed since then.
So I few months ago I decided to go through the entire course and redo every single video.
I am finally done.
Introducing ALL NEW and UPDATED "UE4 Fundamentals Vol.1" tutorial course...
"The Corridor Project" was lit two different ways.
One scene was set at daytime and second scene was set at night time.
I always thought the scenes lacked pipes. So I decided to revisit "The Corridor Project" and add modular pipes into it.
Here is how to make modular pipes assets work within completed Corridor scenes.
The best part about finishing up a modular asset set is creating something with it.
But even if you didn't create an asset set yourself, its good practice to spend a few hours with that set and familiarize yourself with it.
Here is how to use two different asset sets together within one scene to construct something interesting.
5 years ago I started this project which was never finished...
It has been an obsession of mine ever since. But it doesn’t matter how many projects you start, it only matters how many you finish.
I couldn’t take it anymore.
Last 5-Insider Friday email I began to share the process breakdown on the “Modular Pipes Project” that has been half a decade in the making.
8 more practical and handy level design ideas from "Mirror's Edge" you can start implementing right after reading this tutorial.
These ideas include the use of elevators, facilitating movement forward, breaking up pacing, creating memorable moments, environmental hazards, framing the player's perspective, exploring, rewards and using landmarks.
Each game has a rhythm, a recurring sequence of events, objectives, obstacles and levels.
There is a rhythm to the entire game and there is a rhythm to each level.
Rhythmic harmony is achieved when the game and its levels have a continuous, natural flow as the player moves from objective to objective and location to location.
There are glimpses of perfect rhythmic harmony in "Mirror’s Edge". As you run through the rooftops, jumping, sliding, climbing and zip lining.
I have 6 level design tips you can use to instantly improve your map's flow...
I really enjoyed playing "Mirror's Edge".
But, the game has a level design problem despite having "runner's vision". And it could be fixed with one simple level design principle.
So what is this ONE level design mistake I learned to avoid in my work?
Let me give you examples and then I will tell you how to fix it.
Blocktober, Blocktober, the month of October...
Blocktober is an event that begins October 1st and ends October 31. For the entire month you can see level designers, game environment artists and game designers share their blockouts for how they start creating level designs and game environments.
In October 2017, Michael Barclay a game designer from Naughty Dog started the hashtag on Twitter to honor blockots. Because, "level blockouts are art".
Here is everything you need to know to get started for Blocktober in October...
If I show any screenshot from this game, you will know where it is from.
The game has a distinct visual style. It features off-white environments with accentuated use of primary colors.
Of course, it's "Mirror's Edge".
"Mirror's Edge" was released in 2008 and it holds up visually a decade later. I believe it will continue to do so for years to come.
Yeah, it is fun to free run through levels - jumping between buildings, running across walls and pulling myself up on ledges.
But it is the art style that got me into the game.
Many of the game's locations still inspire and are re-created by game artists as a way to learn and improve their skills in current game engines.
How to better understand color use so you can mimic the art style of "Mirror's Edge" in your own work?
Let's go deep into the anatomy of color used in Mirror's Edge.
It is that time again to redesign WoLD.
Last time I did this was back in 2014. I did a few minor interface changes throughout the next 4 years but nothing major.
Now at the end of 2018 I decided to re-do the entire site again.
On the surface it may see the same. Similar layout and color scheme - this was deliberate. I wanted to retain the same look and feel. But, under the hood (html/css), everything has been changed. The entire framework was updated.
The site is now responsive and works great on mobile.
I spend last 3+ weeks coding and updating the site. I had to put everything I was working on hold. In the end I am very happy with the results.
Another big change you may notice is the website now uses SSL.
I stopped playing games for a long time...
This happened naturally after I started working on level design and game environment art. It became about wanting to create than wanting to play.
But, i began to realize something...
I gave up the one thing that inspired me to get into level design and game environment art. I was no longer opening up myself to new gaming experiences.
I had to start playing games again.
If you stopped, you must start playing again. Here is why...
Clip and Player Clip brushes are very important in Source mapping but I was confused which one to use?
Clip or Player Clip?
I decompiled a few maps and found that one map used "clip" (CS_Militia). While another used all "player clip" (CS_Office).
It seemed arbitrary.
But after researching and testing here is what I found.
When I'm starting a new scene whether it's a playable level or stand-alone game environment, last thing I am concerned about is lighting.
Lighting comes at a later stage in level design and game environment art process when the scene is already created.
In the beginning I am focused on creating geometry - using BSP brushes, inserting Static Meshes, working with landscape, implementing gameplay and creating/testing Blueprints. For this I need a basic daytime scene with even lighting.
"Default Level" under "File > New Level" is a good start. Many use it as-is without changes. The scene comes with some light actors, sky sphere, fog, player start and a ground plane. But there are some issues - distracting auto-exposure, shadows are too dark and it is hard to judge scale of the environment.
Here is my 8-Step Checklist for default level that I use to begin creating environments and playable levels in.
I just spent half a working day looking at 3d maps. If you saw me during this time, you would yell at me "AG! Stop playing around and get back to work!"
But, I was actually working. I was searching for interesting locations, collecting architecture reference and getting ideas for top-down layouts.
Once I started using "Google Maps 3D View" option I couldn't stop. I would get lost in a neighborhood after neighborhood discovering interesting locations and collecting real-world reference. When I thought I was done, I would see another street corner, another building, another layout and I had to explore it further.
So here are the 11 secrets I found using "Google Maps 3D View" to get more ideas, top-down layouts, research and reference for your next level design and game environment art project.
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