Completed
Thinking about optional areas
Class Central Classrooms beta
YouTube videos curated by Class Central.
Classroom Contents
Level Design Secrets in Unreal Engine 5
Automatically move to the next video in the Classroom when playback concludes
- 1 Start
- 2 Avoiding Level Design problems by using metrics
- 3 Enableing the modeling Tools
- 4 Adding meshes to the map to create a starting point
- 5 Using the modeling tools to create paths
- 6 Verticality makes the map less boring
- 7 Thinking about optional areas
- 8 Creating the main path
- 9 Creating the secondary path
- 10 The comfort of the player is the main priority
- 11 Creating a Main Objective
- 12 Stream Question: Using historical architects as inspiration
- 13 Stream Question: Puzzle design recommendations
- 14 Stream Question: How to design an open world?
- 15 Clarity in Level Design
- 16 Example of Clarity in Level Design pt.1
- 17 Stream Question: Using megascans assets as a solo developer
- 18 Example of Clarity in Level Design pt.2
- 19 Using Lighting to make the objective stand out
- 20 UE5 feature: Level Instance Blueprint
- 21 Stream Question: Is using color code materials doing twice the work?
- 22 Stream Question: Megascan asset is open from one side, why?
- 23 Stream Question: Should we use a lot of megascans assets, wouldnt that impact the performance?
- 24 Stream Question: Too early to release a game in Unreal Engine 5?
- 25 Stream Question: How to add collisions to static meshes
- 26 Stream Question: Ghosting in UE5
- 27 Final Words