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Mini Shrine Level in UE4 inspired by The Legend of Zelda: Breath of the Wild

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I created this "mini" level sometime in May 2021 which took me a few hours to do over a period of three days. I decided to buy a switch after finishing my first year studying games design and fell in love with the game "The Legend of Zelda: Breath of the Wild". After completing the game it inspired me to create my own mini shrine for fun. You can check my YouTube channel where it shows a brief demo / gameplay of the level: https://www.youtube.com/watch?v=7NEJt_Jl8sk I know this isn't a "blockout level" but I just thought I'd put it on here for fun and any feedback is welcome & appreciated. Here is a sketch of the level design before I created it in Unreal Engine 4: Here are a few screenshots in-game too: For reference all the assets in my game where from the Unreal Engine Marketplace. I can't remember the names of them, but they where both free luckily (don't know if they still are now). I only used two different asset packs for this. 1...

Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 - Final Day!

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Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 -  Final Day! I have really enjoyed this project and look forward to doing more similar in the future. I have a list of ideas on what I will be doing during the university breaks (as my university work will come first). If I have the time and can come up with cool little weekend ideas, I will do so. But for now, I will only be focusing on these blockout level designs during breaks. Before diving into another project, I'm going to do some further research on how to work on my spacing, scaling and also lighting. Hopefully I will be able to develop new skills from this and make use of them in my work.  Overall I am happy with the result of this project, I could have done a lot more detail on all the different buildings. However, this is why I have given myself a deadline. So I don't keep on going back to it and adjusting every little thing. All my projects will have deadlines, so I can challen...

Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 - Day 7

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Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 -  Day 7 With all the terrain / cover added into the level, I can happily say that my level is now complete. However, as tomorrow is my final day on this project I'm going to go through it and double check everything to see if it's all ok and amend anything if needed. I need to add some lights in the level as some of the dark parts are extremely dark and nothing is visible in those areas. I won't add any unnecessary lights, only for the dark areas. After I have double checked everything and I am happy with my level, I will package it a few times and go through it again and again inspecting everything. If all is ok, I can go ahead and record the footage to upload on my YouTube channel for better visuals. Please see images below: Summary I've achieved everything I wanted to cover today. As mentioned above, my final day is to fully focus on inspecting everything to make sure I haven...

Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 - Day 6

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  Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 -  Day 6 I have blocked everything off and all the flat surface that is playable is all complete too. I packaged the game to test it out to see if everything is working fine and safe to say it is. My main focus now is to add all the terrain / cover that is placed round the map and once I've completed that, I will some detail in the level too. Once I have everything complete, I will go round to double check that I have covered everything. Lastly, I will play test it again and again, to make sure there are no errors. Please see the following pictures below: Summary Whilst adding some of the boxes that are scattered round the level, I can see that I definitely need to work on my scaling and utilize my space efficiently. I know I have mentioned this a lot in most of my blog posts, but this is something that is standing out the most and really need to work on this. I hope to perfect this overt...

Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 - Day 5

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  Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 -  Day 5 I have finished all the playable level parts along with some of the outside buildings / walls too (which aren't accessible). As I managed to get a lot of work done yesterday which I was planning to do today, it has taken a lot of pressure off my shoulders. However, tomorrow I need to remain focused by finishing all of Site B with some of the CT spawn point as well as the end of the T spawn point too. Once they are finished, I can put all my time and focus onto the details and terrain which are scattered across the of the level. I won't put a summary on this blog post too, as I've briefly gone over what I want to achieve in tomorrow's session along with the day after too. Please see the following pictures below: 

Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 - Day 4

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  Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 -  Day 4 I'm really happy with the work rate I have produced today. Tomorrow I'm going to focus on adding the extra buildings around the level which aren't accessible. I have the majority of the ground level complete that is playable, I just need to a small ramp with some stairs too. After I have done all that, I'm going to add further details to the buildings and the entire level itself. (I won't put a summary on this blog post, as I have already summarized what I'm going to do in tomorrow's session) Please see the following pictures below:

Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 - Day 3

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Counter Strike Global Offensive (csgo) Dust II Blockout Level Design in Unreal Engine 4 -  Day 3 When walking round the level I can see that there's spaces that have way too much space compared to the actual game and some buildings are oversized too. I know I have mentioned this in the previous blogs posts, but this is my biggest problem so far and it's going to be a challenge for me to perfect. Summary I felt like I could have produced more work today. Hopefully I will achieve more progress in tomorrow's session instead.