r/leveldesign

▲ 344 r/leveldesign+70 crossposts

We’re currently improving the Steam page for our horror FPS The Infected Soul.

Which version do you think looks better visually? (1 or 2)

Any feedback on layout, readability, or overall feel would really help us.

You can also wishlist the game from the link it would mean a lot to us 🙏

The Infected Soul – Steam Page

u/Guilty_Weakness7722 — 3 days ago
▲ 368 r/leveldesign+2 crossposts

I made a Godot 4+ plugin that makes 3D level design feel like playing a game (watch this 👇)

​I originally built the Ultimate Asset Placer just to speed up level design for my own Godot project, but I realized it could save other devs hundreds of hours too, so I polished it up and published it for everyone!

​Every purchase goes directly toward funding my indie game. Thank you so much to everyone who picks it up—you are literally keeping my dream project alive and I appreciate it so much.

​Grab it here: https://choco-ted.itch.io/ultimate-asset-placer-godot-45-gd-script

https://choco-ted.itch.io/ultimate-asset-placer-godot-45-gd-script

u/Human-Criticism4130 — 8 hours ago
▲ 95 r/leveldesign+3 crossposts

We are building a 1920s Mafia sandbox (Strategy + TPS). We'd love your feedback on our level designs and environments!

We're a small indie team working on a 1920s crime sandbox. The core loop involves managing a Prohibition-era empire on a grand strategy layer, and then seamlessly jumping into Third-Person Shooter combat for raids and turf wars.

We wanted our level designs to reflect the two different sides of the underworld, and we'd love your feedback on these environments.

  • The High Life: The lavish mansions and detailed offices are your safe havens—where you run your economy and deal with rival AI families.
  • The Streets: The damp alleys, underground boxing rings, and wooden speakeasies are the gritty arenas where the actual TPS shootouts and raids take place.

We’ve been trying to balance that heavy, claustrophobic "noir" lighting with readable layouts so the tactical firefights feel good.

What do you guys think of the atmosphere? Does the contrast between the "untouchable boss" areas and the "dirty street" arenas work well for a 1920s setting? We’d love to hear your critiques on the lighting and overall vibe!

You can wishlist on Steam: Silent Authority: Blood & Bourbon

u/Fun_Lengthiness7529 — 2 days ago
▲ 151 r/leveldesign+1 crossposts

I know that there might be challenges in setting up the colliders, but I want to achieve the hand-drawn feeling and the grid will make it harder. Any feedback or experience share is more than welcome!

u/hairy_problems — 6 days ago

Questions about the size of environmental objects.

I noticed that in the game DMK sometimes I come across objects whose scale looks strange. Because they are gigantic. I partly understand why. It is for good shots and a feeling of spaciousness. Because in some cases the size of the objects around Dante looks adequate. But on the other hand, why make such huge stairs where it does not seem very necessary? It seems to me that smaller stairs would not spoil the shot. Although, now I look and think that they give mass in the shot, which does not need to be filled with something else.

In the case of tombstones, I suspect that this HUGE stone, whose height is at Dante's level, is also for expressiveness? As a location marker, because small stones look just... stones. That is, you could put anything of a similar shape there, but it is the shape and symbols of the central one - it gives clear signs (ominous) to this piece of the location. Right? Or what is the reason for such gigantism?

Also bookshelves. To be honest, I didn't notice it right away (nice job!), but when I started to follow the sizes after the steps I wrote about at the beginning, I saw that the books are big. It probably makes more sense to make 4 levels of books, but big ones, rather than 6-7 "normal" (1:1) sizes books, if we talk about comparing Dante's size and how the books should look next to him.

Maybe someone can suggest materials on this topic or something like that? Why does it work like that, in which games, and so on.

u/Qilinas — 4 days ago

Do other level designers struggle more with simple movement gyms than complex levels?

Hey everyone,

I’m a senior level designer with around 8 years of experience (AAA/AA, mobile), currently mostly working on more complex levels, missions, problems such as layered spaces, pacing, combat/readability, progression, encounter flow, player motivation, composition, and combining multiple mechanics into a cohesive experience.

Recently i was given a task to design multiple simple gym-style challenges based on basic movement. On paper, this sounds like it should be easier than designing complex levels, but I’ve found it surprisingly challenging.

Not impossible, just much harder than I expected.

I think part of the issue is that my brain has been trained for years to solve complexity.
I also noticed that my instincts sometimes work against me. I tend to reject ideas because they feel too obvious or too basic, even though in a gym context that may be exactly what’s needed.

I had to create a gym with different challenge variations and difficulty 1-5 where Crouch as a movement is a challenge. I started simply by asking a question:

“Can this one basic movement be a challenge, interesting, readable, and useful by itself?”

And then iterating on a combination of Text-2D drawing-3D blockout until i reached what is challenging to me. That proved to be totally wrong after the feedback session with my Design Lead (Game Design Director). Also, this task was done by a Game Designer too, and he did it much better than me. It was very "lean" designed but it worked well for that purpose. I also think that if this task was given to Junior LD, they would do it with ease.

I would like to hear your opinion on this. Have you encountered the same issue? How did you solve it? How would you solve it if you got it?

Cheers!

reddit.com
u/WillingnessSoggy155 — 15 hours ago

This is supposed to be a war worn Ukrainian town. But I feel like it needs more realism… i want to make it look more realistic but keeping that atmosphere. I mostly mean lighting and materials or stuff.

u/SteelmoonWorks — 7 days ago
▲ 12 r/leveldesign+2 crossposts

Hey everyone! I've been working on this environment in Unity 6 using the Universal Render Pipeline (URP) , You can ALSO Suggest Area for Improvement

u/Tough-Union-3422 — 6 days ago
▲ 36 r/leveldesign+1 crossposts

You can draw layouts on a grid, almost like pixel art. There’s also support for assigning different materials and textures to floors, ceilings, and walls (both sides).

Overall, it turns out to be a pretty handy tool for rapid prototyping.

u/Altruistic_Ad2824 — 9 days ago

A screenshot inspired by I am Legend and the Last of Us

Just wanted to share this screenshot I took in a game I am working on called "The Road Behind Us" It is inspired by I am legend, and the main hook is that you can play as your dog.

I am looking for ways I can improve the lighting and break up the tiled feel of some of the buildings. Any Feedback is appreciated!

u/scoobystockbroker — 4 days ago
▲ 73 r/leveldesign+4 crossposts

We're looking for playtesters for the closed pre-alpha of our indie psychological horror game The Infected Soul.

Quick heads-up: co-op mechanics aren't implemented yet in this build this pre-alpha is meant to showcase the atmosphere, core gameplay, and the direction we're heading in. We'd love your feedback on what's there so we can shape what's coming next.

You can DM me to join the playtest. You can also check out the game via the link below adding it to your wishlist would mean a lot to us.

The Infected Soul – Steam Page

u/Guilty_Weakness7722 — 13 days ago

If you have at least one year of experience in game design, join us to create engaging, high-performance gaming experiences, without the hassle of unnecessary video meetings.

Focus on what you do best: designing gameplay systems, mechanics, and immersive player experiences using your preferred tools and workflows. We value creativity, player-centric design, and scalable, polished game systems.

Details:

* Hourly Rate: $22 – $42 (based on experience)

* Remote Work / Flexible Schedule

* Part-time or Full-time options available

* Design, prototype, and refine gameplay systems, levels, and mechanics

* Collaborate to enhance performance, usability, and overall player experience

Interested? Send us your role and current location! 📍

reddit.com
u/Due_Bell1106 — 11 days ago

I used a combination of asset packs from FAB, these assets used are not mine. The level is supposed to be a gothic courtyard, tried to add much as I can to background. What do you think? Please DM me if you’re interested in trying out my levels yourself!

u/SteelmoonWorks — 12 days ago

Portfolio: huntermccormick.com

Over the last week I have been updating my portfolio and it is at a place that I feel comfortable sharing it. If you have been in the industry for sometime I would love to hear any feedback you have regarding the portfolio. Thank you for your time!

reddit.com
u/ALLHmac — 11 days ago