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#leveldesign — Public Fediverse posts

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

  1. Tremor, "A 32 level excursion through a parallel version of Quake" is available for download!
    I made a level for this though most credit to Ionous for finishing out the map in the project style.
    Go play!
    slipseer.com/index.php?resourc
    #quake #leveldesign #gamedev #lowpoly

  2. Tremor, "A 32 level excursion through a parallel version of Quake" is available for download!
    I made a level for this though most credit to Ionous for finishing out the map in the project style.
    Go play!
    slipseer.com/index.php?resourc
    #quake #leveldesign #gamedev #lowpoly

  3. Tremor, "A 32 level excursion through a parallel version of Quake" is available for download!
    I made a level for this though most credit to Ionous for finishing out the map in the project style.
    Go play!
    slipseer.com/index.php?resourc
    #quake #leveldesign #gamedev #lowpoly

  4. Tremor, "A 32 level excursion through a parallel version of Quake" is available for download!
    I made a level for this though most credit to Ionous for finishing out the map in the project style.
    Go play!
    slipseer.com/index.php?resourc
    #quake #leveldesign #gamedev #lowpoly

  5. Tremor, "A 32 level excursion through a parallel version of Quake" is available for download!
    I made a level for this though most credit to Ionous for finishing out the map in the project style.
    Go play!
    slipseer.com/index.php?resourc
    #quake #leveldesign #gamedev #lowpoly

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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

  20. 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

  21. 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

  22. 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

  23. 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

  24. 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

  25. 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