How To Create A Map in 11 Days by Alex Galuzin v2
How To Create A Map in 11 Days by Alex Galuzin v2
www.WorldofLevelDesign.com
Copyright 2011
Table of Content:
Introduction:
Day 1:
Idea
Research
Reference
Floor Plan
Concept Work
Day 2-4:
Geometry & Modeling
Day 5-6:
Texturing
Day 7-8:
Lighting
Day 9-12:
Lighting
Sound FX
Visual Effects
Final Touches
Beta Release:
Releasing the map
Feedback
Final Release
Recharging:
About the Author:
www.WorldofLevelDesign.com
Copyright 2011
INTRODUCTION
www.WorldofLevelDesign.com
Copyright 2011
http://www.worldofleveldesign.com/
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
Prior to Day 1
Planning was huge for me. I always dedicate certain
amount of time to properly plan. That plan often changes
once I begin working but the initial beginning that I plan
out has saved me time, and made me finish.
I planned out on what specific days things had to be done
by, mini deadlines. I needed to utilize each and every
single day to its most effective level. Each day I need to
be moving forward and have significant results to
showcase. 11-day mapping was about producing results.
Planning, Time Management Breakdown:
First thing.
Create and set a deadline.
I set a deadline of release at - Jan.1, 2009, beta version.
Its important to set a deadline and know when you
expect to be finished. This forces you to work on what are
the most essential and important tasks. Planning this out
in detail also sets you on the path to success.
Also once you have a plan you have to be flexible. So the
plan is not set in stone, but it is a guideline to follow.
If I didnt plan this out like I did and had faith in myself of
sticking to the plan I would have not completed the map
when I did.
The schedule eliminates a lot of unnecessary behavior
what is known as analysis by paralysis.
In my case it would include the search for perfect tutorial.
Watch enough videos, find the perfect textures, and find
the perfect model to place in my scene. All without
actually opening up the editor and just going along and
doing these things.
www.WorldofLevelDesign.com
Copyright 2011
Idea
Research
Reference
Floor plan
Game play elements
Geometry and Modeling
Texturing
Lighting
FX, Sound and Final Touches
Release Beta for testing
www.WorldofLevelDesign.com
Copyright 2011
DAY 5:
Dec. 25, 2008 Thursday
Texturing
DAY 6:
Dec. 26, 2008 Friday
Texturing
DAY 7:
Dec. 27, 2008 Saturday
Lighting
DAY 8:
Dec. 28, 2008 Sunday
Lighting
DAY 9:
Dec. 29, 2008 Monday
Lighting, FX, Sound and Final Touches
Day 10:
Dec. 30, 2008 Tuesday
FX, Sound and Final Touches
DAY 11:
Dec. 31, 2008 Wednesday
FX, Sound and Final Touches
Jan. 01, 2009 Thursday
Beta Release
If you are giving yourself more time then you might want
to break it down to per week basis. Important thing is
you want to have the milestones to hit and know when
you need to reach them so you know you are on track.
Being able to do the best you can before moving to the
next. It was important for me to stick to the
schedule. Since I was only giving myself 11 days the
planning and the actual release was more important then
making my map beautiful and the best there is.
www.WorldofLevelDesign.com
Copyright 2011
DAY 1
IDEA. RESEARCH. REFERENCE. FLOOR PLAN &
CONCEPT WORK.
Everything started off on day one. When I began I didnt
have any ideas of what I was actually going to make. I
wanted to start at a blank slate so others could learn and
see the research process that I was going through.
Now you may have an idea or you might use a different
approach to generating designs. That is great. Do what
works for you. My approach is just one of many out
there.
I love learning about other level designers workflows so if
you want to share yours, drop me and email.
Having no idea on location or environment I wanted to do
I head out to the bookstore. I went to Books-a-Million
and ended up spending majority of the time looking at
Smithsonian Earth.
Smithsonian Earth is a great resource. Ive had the book
for over 4 years now and I still look through it every time
I have a shortage of ideas on what environment or terrain
to do.
There were some guidelines I set for myself. Restrictions.
My map has to be realistically doable in 11 days.
My Restrictions:
- The map has to be small
- 1 vs. 1 or 2 vs. 2
- Terrain based and 2-3 custom modeled objects
imported
- I have to utilize some skills I already know along with
learning new things in the editor.
Restrictions and limitations are a good thing. If there
were no limitations then nothing would get done. If I
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
Reference:
After going through the Map Creation Guidelines I began
to search the web for reference.
I cant stress enough how important reference images are
for anything that you do.
These images were collected on the web at
images.google.com
Flickr.com
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
DAY 2
GEOMETRY & MODELING
With all the preliminary work done yesterday, I kicked off
the day by opening up the editor and hammering out the
terrain.
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
DAY 3
GEOMETRY & MODELING
Terrain refining.
Today I spend the entire day refining terrain, as well as
added water.
Yesterday I got the terrain where I like it. One was
refining terrain and two adding water.
Basically today was the day where you dont see much of
visual progress. Getting terrain down to where there is no
gameplay hang ups. To where you can run freely and not
get stuck on terrain geometry. I am still finding them
here and there and taking care of them.
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
Note: By the time I released the final of DM-LightHouse I took out the expensive
water shader and replaced it with simpler one.
www.WorldofLevelDesign.com
Copyright 2011
DAY 4
GEOMETRY & MODELING
Today was the last day for any geometry and modeling.
After today I need to move on and concentrate on
texturing, lighting and refining.
Getting into the thick of it. Today was huge productive
day. I got up at 6:30 am and went to work.
This is where I left off yesterday. Bare, ugly checkered
textures, big huge blocks and ugly terrain. My goal was to
have majority of the modeling and geometry done.
www.WorldofLevelDesign.com
Copyright 2011
House.
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
is when the map begins to stand out. Its hard to say right
now in terms of atmosphere because lack of fog and
lights. As much as I want to start adding fx and lights, I
know not to get a head of myself.
www.WorldofLevelDesign.com
Copyright 2011
DAY 5
TEXTURING
I woke up at 6:30am and had to get moving fast. I
needed to get my texturing done for the day. So my goal
was to get all texturing for terrain done and fix up
anything else that I felt like I needed to fix.
Well after adding a few layers in the terrain editor I was
greeted with Unreals Christmas present.
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
At the end of the day I added 2 height fogs. One for the
water and the other for visibility. The texture is very
noticeable tiling. But the player will never be this far to
see it and right now I am greeted with rainbow terrain if I
try to do any texture layer editing.
Beginning adding atmosphere. At this stage I am
beginning to really like how this looks.
www.WorldofLevelDesign.com
Copyright 2011
DAY 6
TEXTURING
Last day for texturing. Goal was to texture the uved
lighthouse and fix up any other minor problems before
they get out of hand.
Not much of visual progress but the lighthouse texturing
are completed.
www.WorldofLevelDesign.com
Copyright 2011
Textured Lighthouse.
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
DAY 7
LIGHTING
First day of lighting.
I started with adding the directional light for the main
light source of the sun/moon. Then I began adding little
area lights around the house. I wanted to use the blues
and orange contrast. Complimentary colors.
I actually have two directional lights. One for the main
light source, the other is to fill in the shadows but with a
lot lower brightness setting.
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
Here I added the fog to see how it would look with it and
if it is coming together.
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
DAY 8
LIGHTING
I love working on lighting but it does have its
frustrations. Currently I am deciding if I want to make
the map at night or early morning, dawn. I have included
4 different screenshots at the end testing which lighting
example I like the best.
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
DAY 9-12
SOUND, FX, LIGHTING & FINAL TOUCHES
I've spent the last 3 days working on sound fx, adding
music, navigation paths for bots and tweaking the hell
out of the lighting and testing for errors.
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
Things I learned:
Importing custom content
Matinee
Beginner and Advanced Texture Creation
Normal Maps
Setting Up Sound Cues
Terrain Generation
www.WorldofLevelDesign.com
Copyright 2011
BETA RELEASE
I prepared the map for beta release using zip and rar
files. I used filefront to upload the map to. Filefront.com
is free and extremely easy to use.
Of course you can always use your own web space or
upload it to such websites as mapraider if using Unreal.
I recommend Filefront.
My main purpose was to receive feedback and get notes
for final release.
I posted the map on 2 websites for my beta.
First was
www.game-artist.net/forums,
and second one was
gearsofwar.com/forums
On my final release I also posted on www.mapcore.net
For about 3-5 days I checked the forums and see what
people said about it. I took notes.
After few notes I compiled my notes from the feedback.
Main concerns were:
-
www.WorldofLevelDesign.com
Copyright 2011
Download PC.zip
Download PS3.zip
Here are some final screenshots:
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
www.WorldofLevelDesign.com
Copyright 2011
RECHARGE
So after you release your final version of the map give
yourself a few days off to recharge and dont do any
designing. Rest and forget about level design.
You want to give your mind and your body a break.
When you come back youll be fresh and recharged.
ABOUT ME:
My name is Alex Galuzin. I am 31 years old as of 2011
and with a B.F.A. in Computer Animation from Ringling
College of Art and Design.
My other website is AlexGaluzin.com where I started to
release some of my maps and tutorials until I decided to
dedicated a whole website to it.
Level Design, Environments and World Creation.
www.WorldofLevelDesign.com
Copyright 2011
62
www.WorldofLevelDesign.com
Copyright 2011