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#leveldesign — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #leveldesign, aggregated by home.social.

  1. Age-old modular kit question: where do you place walls relative to the grid: in the middle, inside, or outside and why? Same question for floors and ceilings.

    #GameDev #EnvironmentArt #LevelDesign #ModularDesign

  2. Age-old modular kit question: where do you place walls relative to the grid: in the middle, inside, or outside and why? Same question for floors and ceilings.

    #GameDev #EnvironmentArt #LevelDesign #ModularDesign

  3. Age-old modular kit question: where do you place walls relative to the grid: in the middle, inside, or outside and why? Same question for floors and ceilings.

    #GameDev #EnvironmentArt #LevelDesign #ModularDesign

  4. Age-old modular kit question: where do you place walls relative to the grid: in the middle, inside, or outside and why? Same question for floors and ceilings.

    #GameDev #EnvironmentArt #LevelDesign #ModularDesign

  5. Age-old modular kit question: where do you place walls relative to the grid: in the middle, inside, or outside and why? Same question for floors and ceilings.

    #GameDev #EnvironmentArt #LevelDesign #ModularDesign

  6. Blockout vs Couple days work modeling with Scythe Editor for UnrealEngine and materials in Substance Designer.
    UVs using Scythe's Hotspot feature is super quick!
    #gamedev #leveldesign #UE5 #unrealengine #screenshotsaturday

  7. Blockout vs Couple days work modeling with Scythe Editor for UnrealEngine and materials in Substance Designer.
    UVs using Scythe's Hotspot feature is super quick!
    #gamedev #leveldesign #UE5 #unrealengine #screenshotsaturday

  8. Blockout vs Couple days work modeling with Scythe Editor for UnrealEngine and materials in Substance Designer.
    UVs using Scythe's Hotspot feature is super quick!
    #gamedev #leveldesign #UE5 #unrealengine #screenshotsaturday

  9. Blockout vs Couple days work modeling with Scythe Editor for UnrealEngine and materials in Substance Designer.
    UVs using Scythe's Hotspot feature is super quick!
    #gamedev #leveldesign #UE5 #unrealengine #screenshotsaturday

  10. Blockout vs Couple days work modeling with Scythe Editor for UnrealEngine and materials in Substance Designer.
    UVs using Scythe's Hotspot feature is super quick!
    #gamedev #leveldesign #UE5 #unrealengine #screenshotsaturday

  11. In my memory there were a lot more Bwomps (or any shoving platform) in 3D Mario games, but there are surprisingly few.

    There are about 2 levels per galaxy game and even then the level has like 2-4 Bwomps in it 😔

    Anyone know of more examples in other games?

    #leveldesign #platformer

  12. In my memory there were a lot more Bwomps (or any shoving platform) in 3D Mario games, but there are surprisingly few.

    There are about 2 levels per galaxy game and even then the level has like 2-4 Bwomps in it 😔

    Anyone know of more examples in other games?

    #leveldesign #platformer

  13. In my memory there were a lot more Bwomps (or any shoving platform) in 3D Mario games, but there are surprisingly few.

    There are about 2 levels per galaxy game and even then the level has like 2-4 Bwomps in it 😔

    Anyone know of more examples in other games?

    #leveldesign #platformer

  14. In my memory there were a lot more Bwomps (or any shoving platform) in 3D Mario games, but there are surprisingly few.

    There are about 2 levels per galaxy game and even then the level has like 2-4 Bwomps in it 😔

    Anyone know of more examples in other games?

    #leveldesign #platformer

  15. In my memory there were a lot more Bwomps (or any shoving platform) in 3D Mario games, but there are surprisingly few.

    There are about 2 levels per galaxy game and even then the level has like 2-4 Bwomps in it 😔

    Anyone know of more examples in other games?

    #leveldesign #platformer

  16. I've published a new tutorial on setting up Automapping in Tiled: starting from a simple blueprint layer, we define rules that build a polished dungeon, then add random floor variation and decorations.

    mapeditor.org/2026/07/14/focus

    #TiledMapEditor #gamedev #leveldesign #pixelart #indiedev

  17. I've published a new tutorial on setting up Automapping in Tiled: starting from a simple blueprint layer, we define rules that build a polished dungeon, then add random floor variation and decorations.

    mapeditor.org/2026/07/14/focus

    #TiledMapEditor #gamedev #leveldesign #pixelart #indiedev

  18. I've published a new tutorial on setting up Automapping in Tiled: starting from a simple blueprint layer, we define rules that build a polished dungeon, then add random floor variation and decorations.

    mapeditor.org/2026/07/14/focus

    #TiledMapEditor #gamedev #leveldesign #pixelart #indiedev

  19. I've published a new tutorial on setting up Automapping in Tiled: starting from a simple blueprint layer, we define rules that build a polished dungeon, then add random floor variation and decorations.

    mapeditor.org/2026/07/14/focus

    #TiledMapEditor #gamedev #leveldesign #pixelart #indiedev

  20. I've published a new tutorial on setting up Automapping in Tiled: starting from a simple blueprint layer, we define rules that build a polished dungeon, then add random floor variation and decorations.

    mapeditor.org/2026/07/14/focus

    #TiledMapEditor #gamedev #leveldesign #pixelart #indiedev

  21. The 1024 Jam for #QUAKE is complete. Should be released in a few days. Here's some final screenshots.
    #gamedev #leveldesign #lowpoly

  22. The 1024 Jam for #QUAKE is complete. Should be released in a few days. Here's some final screenshots.
    #gamedev #leveldesign #lowpoly

  23. The 1024 Jam for #QUAKE is complete. Should be released in a few days. Here's some final screenshots.
    #gamedev #leveldesign #lowpoly

  24. The 1024 Jam for #QUAKE is complete. Should be released in a few days. Here's some final screenshots.
    #gamedev #leveldesign #lowpoly