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Level Design Master Class: All in One Complete Course

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Emilio Padulo

23:49:21

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  • 001 Course Overview.mp4
    10:01
  • 002 The Choice Between Unity & Unreal.mp4
    03:06
  • 003 The Mission.mp4
    03:33
  • 004 Join the Community.html
  • 001 Inroduction to Level Design.mp4
    02:52
  • 002 What is a Level Designer.mp4
    11:58
  • 003 Game vs Level Designer What is the real Difference.mp4
    10:12
  • 004 Game Design Document Reference.html
  • 005 Ingredients Mixing up a Winning Formula.mp4
    03:32
  • 006 Mechanics The Actions of a Player.mp4
    07:11
  • 007 Level Design Process Part 1.mp4
    06:54
  • 008 Level Design Process Part 2.mp4
    08:40
  • 009 Gamer Audiences Catering to the main 4.mp4
    14:04
  • 010 Production Phases Its like a WOW Boss, so many different phases.mp4
    08:43
  • 011 Pitch Examples.html
  • 011 Pitch-Examples.pdf
  • 001 The Unreal Masters.html
  • 002 Introduction to Unreal Engine.mp4
    02:13
  • 003 Unreal Engine Setup.mp4
    04:03
  • 004 Unreal Engine Interface.mp4
    04:27
  • 005 Unreal Geometry.mp4
    09:56
  • 006 Our First Level Design Grid.mp4
    14:40
  • 006 maze-map.zip
  • 007 Level Design Toolkits.html
  • 008 Geometry Brush Indepth look.html
  • 009 Our First Level Design Recreating in Unreal.mp4
    21:13
  • 009 maze-map.zip
  • 010 Unreal Takeaways.mp4
    03:30
  • 001 The Unity Masters.html
  • 002 Introduction to Unity.mp4
    00:43
  • 003 Unity Setup.mp4
    07:58
  • 004 Unity Interface.mp4
    06:32
  • 005 ProBuilder Tutorial.mp4
    08:20
  • 006 Links to Probuilder Tutorials.html
  • 007 Our First Level Design Grid.mp4
    14:40
  • 007 maze-map.zip
  • 008 Our First Level Design Recreating in Unity.mp4
    25:57
  • 009 Unity Takeaways.mp4
    03:18
  • 001 Introduction to Level Design Workflow.mp4
    06:03
  • 002 Goal of the project.mp4
    03:23
  • 003 Setting up our Project.mp4
    02:43
  • 004 Our Concept.mp4
    13:30
  • 005 Setting up our theme.mp4
    03:00
  • 006 Theme Examples.html
  • 007 Features.mp4
    04:07
  • 008 Refrences.mp4
    05:29
  • 009 Story.mp4
    08:21
  • 010 Choosing our Dominant.mp4
    03:42
  • 011 Art Direction.mp4
    15:01
  • 012 Art Style List.html
  • 013 World Design Document Refrence.html
  • 001 Introduction to Mapping.mp4
    06:17
  • 002 Theory about Level Design Mapping Part 1.mp4
    11:14
  • 003 Theory about Level Design Mapping Part 2.mp4
    10:12
  • 004 Theory about Level Design Mapping Part 3.mp4
    25:13
  • 005 Filling in the Blanks.html
  • 006 Theory about Level Design Mapping Part 4.mp4
    11:27
  • 007 Theory about Level Design Mapping Part 5.mp4
    04:28
  • 008 Level Design Document Template.html
  • 008 Level-Design-Document-Excel.xlsx
  • 008 Level-Design-Document-Template-Black.docx
  • 008 Level-Design-Document-Template-White.docx
  • 009 Level Design Images.html
  • 009 caster1.zip
  • 009 caster2.zip
  • 009 clean-map.zip
  • 009 destory-watch-tower.zip
  • 009 destroy-power-grid.zip
  • 009 find-compass.zip
  • 009 find-key.zip
  • 009 forest-moodboard.zip
  • 009 level-diagram.zip
  • 009 level-flow-chart.zip
  • 009 melee1.zip
  • 009 melee2.zip
  • 009 melee3.zip
  • 009 release-prisoners.zip
  • 010 Level Design Document Part 1.mp4
    08:36
  • 011 Level Design Document Part 2.mp4
    16:01
  • 012 Level Design Document Part 3.mp4
    07:27
  • 012 Level-Design-Document-Template-Done.pdf
  • 013 Mapping Section Summary.mp4
    02:24
  • 001 Introduction to Composition in Level Design.mp4
    05:33
  • 002 Composition Layers.mp4
    13:03
  • 003 Foreground Layers.mp4
    39:57
  • 004 Center of Interest.mp4
    19:17
  • 005 Background Layers.mp4
    11:49
  • 006 Staffage.mp4
    02:35
  • 007 Observation Parameters.mp4
    02:37
  • 008 Sight Angle.mp4
    02:40
  • 009 Composition Angle.mp4
    01:54
  • 010 Low Angle.mp4
    27:42
  • 011 Flat Angle.mp4
    11:41
  • 012 High Angle.mp4
    13:11
  • 013 Front Angle.mp4
    19:41
  • 014 Half - Front Angle.mp4
    19:28
  • 015 Half - Side Angle.mp4
    16:10
  • 016 Side Angle.mp4
    15:00
  • 017 Observation Spots.mp4
    07:51
  • 018 Static (symmetric) Composition.mp4
    18:05
  • 019 Dynamic (Asymmetric) Composition.mp4
    10:45
  • 020 Balance.mp4
    04:48
  • 021 Asymmetric Composition (No Balance).mp4
    09:16
  • 022 Asymmetric Composition (balanced).mp4
    03:52
  • 023 Symmetric Composition (Balanced).mp4
    05:48
  • 001 Level Designers ToolKit Whats in the Box!!.mp4
    03:26
  • 002 Audio Do you hear me now Good.mp4
    02:47
  • 003 Details All the minute ones too.mp4
    02:52
  • 004 Lines In all directions.mp4
    04:24
  • 005 Horizontal Lines As far as the camera can see.mp4
    18:31
  • 006 Vertical Lines How high can you go.mp4
    25:06
  • 007 Curved Lines Snakes have nothing on this curves.mp4
    37:06
  • 008 Colors The whole rainbow.mp4
    04:02
  • 009 Lighting I see art assets! Theyre everywhere!.mp4
    05:45
  • 010 Scale Is this big enough.html
  • 011 Motion It Lives!.mp4
    02:48
  • 001 Section Overview.mp4
    02:05
  • 002 Refresher.mp4
    02:30
  • 003 Section 1.mp4
    29:30
  • 004 Section 2.mp4
    20:05
  • 005 Section 3.mp4
    18:22
  • 006 Section 4.mp4
    47:16
  • 007 Section 5.mp4
    30:08
  • 008 Recap Assets.mp4
    03:38
  • 009 Asset Placing in Section 1.mp4
    24:44
  • 010 Asset Placing in Section 2.mp4
    10:25
  • 011 Asset Placing in Section 3.mp4
    09:07
  • 012 Asset Placing in Section 4.mp4
    16:08
  • 013 Asset Placing in Section 5.mp4
    15:50
  • 014 Asset Tuning and Tweaking.mp4
    26:08
  • 015 Asset Tweaking Lighting.mp4
    31:10
  • 016 Asset Tweaking Terrain.mp4
    13:16
  • 001 Section Overview.mp4
    01:25
  • 002 Refresher.mp4
    02:29
  • 003 Section 1.mp4
    22:34
  • 004 Section 2.mp4
    11:48
  • 005 Section 3.mp4
    16:07
  • 006 Section 4.mp4
    27:30
  • 007 Section 5.mp4
    15:51
  • 008 Recap Assets.mp4
    03:58
  • 009 Assets Placing Section 1.mp4
    21:03
  • 010 Assets Placing Section 2.mp4
    30:31
  • 011 Assets Placing Section 3.mp4
    19:17
  • 012 Assets Placing Section 4.mp4
    15:47
  • 013 Assets Placing Section 5.mp4
    18:01
  • 014 Assets Tweaking + Environmental Affixes.mp4
    49:07
  • 015 Assets Tweaking + Lighting Skybox.mp4
    11:26
  • 001 Breaking into the Industry Section Overview.mp4
    08:06
  • 002 Research.mp4
    05:02
  • 003 Networking.mp4
    05:24
  • 004 Marketing.mp4
    05:40
  • 005 Cold Calls.mp4
    09:19
  • 006 Cover Letter.mp4
    05:20
  • 007 Portfolio.mp4
    07:37
  • 008 Resume.mp4
    10:41
  • 009 Website.mp4
    20:36
  • 010 Linkedin.mp4
    07:56
  • Description


    Everything you need to become a Professional Level Designer in the Game Industry

    What You'll Learn?


    • Learn Level Design in Unreal Engine and Unity
    • Complete Introduction into Level Design
    • Comprehensive look at the larger scale of Rational Design
    • How to build an Immersive Composition in a Level
    • How to effectively guide a player through a Level using Mise en scene
    • Using Architecture to create an engaging experience for the Player
    • Keeping an efficient workflow as a Level Designer

    Who is this for?


  • Level Designer
  • Game Designers
  • Game Developers
  • What You Need to Know?


  • Willingness to learn the craft of Level Designing
  • More details


    Description

    Level Design Master Class Series: All in One Complete Course

    Why this course is special

    This course not only covers the basics of what Level Design is. But it also goes further as we look at Key fundamentals, best practices, and what makes a good level designer that is industry-ready.

    This course isn't going to be someone talking over power points for 20+ hours. People need to see theory in practice. This course will offer students access to level designers, building scenes and teaching at the same time, showcasing not only the theory but how it will be represented in both Unity and Unreal Engine. There are also many Documents, Assignments, and Quizzes throughout the course.

    The Course Structure

    The course is almost all videos with reference articles, books, and videos.

    After you finish this course, I guarantee you will be a stronger level designer and be able to apply essential principles to your designs.

    The course is structured into 12 Main Sections.

    • Section 2: Introduction to Level Design

      In this section, as previously stated, we will look at what a level designer is. We look at the differences between game design and level design. We then shift our focus to how level designers use ingredients and mechanics in their levels to create a more robust and intuitive gameplay experience all the while respecting a precise balance and pacing. We will also look at the different types of audiences that are present in the community. Finally, we talk about production phases and when a level designer will be current in the process.

    • Section 3 Setting up  Unreal Engine

      We will start setting ourselves up with Unreal Engine 4. We look at how to download and run the engine and take a glance at how the Engine is set up. A brief look at an over Layout of the driver and where everything is. We will then play around and build our first level using this engine to get familiar with it. We finish with some quick takeaways about how and where to find information.

    • Section 4: Setting up Unity Engine

      We will start setting ourselves up with Unity. We look at how to download and run the engine and take a glance at how the Engine is set up. A brief look at an over Layout of the engine and where everything is. We will then play around and build our first level using this engine to get familiar with it. We finish with some quick takeaways about how and where to find information.


    • Section 5: A Level Designer's Workflow

      Now when it comes to workflow, just like building a level, there is a very effective way to design your level. In this section, we will look at how we can take the idea that we have. Set a theme, location, and setting for it and then create our project purpose with it. From there, we start designing the features that will take place in the project(mechanics, ingredients, etc...). After that, we begin collecting references for what we want to design, so we have a clear goal/focus of what our desired design will be. If we want we can create the lore/story of our game at this point to flesh out our characters even more and create an attachment for our player towards the nature of their playing.


    • Section 6: Maps, Level Breakdowns, and Design Document

      In this section, we will look at the work that must go into building a level. It's not just jumping in an engine and playing around. When a very distinct level curve is set, and the pacing is determined, some work must be done to create the flow efficiently. We will look at how the ramping difficulty in terms of using mechanics, ingredients, and enemies. How to design gameplay beats to get a fell of the level. Creating a 3 act structure inside our level. How our level fits inside the structure of the pacing and mixing all the ingredients to make a high level. I will showcase some excellent level design examples where this is represented in and explain how this affects how a gameplay sequence is created.


    • Section 7: Composition in Level Design

      This is one of the theories heavy sections in the course. We will not only talk about how to theoretically use Layers (foreground, background, and center of interest), but we will also learn how to design key observation parameters such as low angle, flat angle, high angle, etc... We will create all of these examples inside of the Unity/ Unreal game engine in practice, to get a better understanding of how effective these types of components can affect a player. After that, we learn how to distribute the visual weight inside a scene through asymmetric, symmetric compositions. Finally, we will talk about some details that can be used and things that can catch a player's eye.


    • Section 8: Guiding the Player

      To guide the player, a level designer must carefully craft his level to lead them in the right direction. It can be easier said than done. Some of these fundamental practices can be lines. In this section, we look at how to use horizontal, vertical, oblique and curved lines in level design to create a direction that we want to player to go in without them even knowing that they are being guided that way intentionally. We will use in-game examples with Unity/Unreal to showcase some effective ways to use these lines. We will also look at how dominants in a level are crucial points of guidance for the player and using the space and area needed to do that.

    • Section 9: Building our 3D Level (Unity)

      In this Section, we're going to take the work we did in our Section 6 and create the whole map in Unity! This section will show the grey boxing of the whole map along with using assets from the Unity store to dress out the Level!

    • Section 10: Building our 3D Level (Unreal Engine)

      In this Section, we're doing the same thing we did in the previous one, but in Unreal Engine!

    • Section 11: Breaking Into the Industry

      In this Section, ee take a look at what tools are at a Level Designer's disposal to break into the industry and start their careers right after finishing this course. We cover lots of topics such as Networking, Creating a Website, Portfolio work and much more!


    My Guarantee

    For every student that joins the course, they will be able to ask questions about their games and how to go about using color to develop them. I will be available to answer all questions for all of my students.

    Certification of completion when finishing this course 

    When you complete 100% of the videos in this course, you will be emailed a certificate of completion by Udemy so you can show it as proof of your expertise and that you have completed a certain number of hours of instruction in the course topic.

    Who this course is for:

    • Level Designer
    • Game Designers
    • Game Developers

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    Emilio Padulo
    Emilio Padulo
    Instructor's Courses
    GreetingsMy name is Emilio Padulo and I am an Senior Tokenomics / Game Economist at Animoca BrandsEver since I was young I have always been interested in creating games; whether it was inventing RPG games with my sister, creating huge Lego worlds with story-driven adventures or building Excel spreadsheets for Diablo. From childhood my path has always been clear - I would work in the video game industry one way or another.During my adult years, I continued on this path and obtained two degrees, one in Marketing and another in Game and Level Design. In the course of my degrees, I delved into many theories heavy topics about Game Design & Development such as; the Freemium business model, gamification, analyzing KPIs for optimization, level design, color psychology - just to name a few. There has been a lot of trial and error in my own personal approaches which are errors I want others to avoid hence why I've started creating these courses to help developers new to the industry to not make the same mistakes I, and many others have done.I cannot wait to share all that I have learned with you so that you too can become a great game developer in no time. So start now, and take a look at some of the courses I offer. If you have any questions - feel free to reach out!Emilio Padulo
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 120
    • duration 23:49:21
    • English subtitles has
    • Release Date 2024/04/23