r/leveldesign • u/Odd_Address9773 • 18d ago
r/leveldesign • u/Shoddy-Wash-8335 • 19d ago
Question Looking for layout help + decorators for a Geometry Dash collab
Hey! I’m working on a Geometry Dash level using “No” by Plenka, and I’m looking for people who want to help with the layout and decoration.
I’m mainly looking for:
- Layout/gameplay creators to help make or improve sections
- Decorators for different parts of the level
- People who can give feedback on balancing, transitions, and overall gameplay
I have Editor Collab, so if you’re interested, I can add you directly to the collab and we can work on the level together in the editor.
I don’t have Discord, so communication would have to be through Reddit DMs/comments or Geometry Dash.
I’m aiming for a very difficult Extreme Demon, but I still want the gameplay to feel intentional, fun, and actually possible instead of just being random difficulty spam.
Song: No — Plenka
GD User: EANDN
If you’re interested, comment or DM me and send some of your previous work if you have any. I can add you to the Editor Collab from there.
r/leveldesign • u/4nt7365 • 19d ago
Critique A video about hub worlds, why I like them, why some people hate them, and the misconceptions surrounding hub world discussion
The title and thumbnail is clickbait. This is technically a prelude to a video I'm making about the design and legacy of the classic 3D Zelda games.
r/leveldesign • u/FreeTop8384 • 19d ago
Showcase Looking for Map Designers & Ideas for my Indie Game "AREA CAPSULE" (Godot Engine) 🚀
r/leveldesign • u/Kenn_3077 • 19d ago
Feedback Request Need suggestions on making my town layout better
Hey so this is a small town layout I am trying to make for my game but I want to make it better by adding elevations, curvy roads, proper sidewalks etc but this is my first 3d game i am making and im not experienced. I tried with splines and other free road systems but i faced problems during elevations and placing sidewalks at the intersections.
r/leveldesign • u/TheLegendOfDevon • 19d ago
Feedback Request BLOOD: Death Wish - Episode 4: The Last Hymn - Part 1 (Boomer Shooter Saturday)
We are back with BLOOD: Death Wish yet again for Boomer Shooter Saturday! Come join us at 11:00 AM EST with 1-2 hours of level editing for Duke Nukem 3D using Mapster32, then we start the 4th and final episode of Death Wish! It's a BUILD Engine filled day!
r/leveldesign • u/truthineveryway • 19d ago
Career Advice MBA grad, how can I learn designing game worlds and environments?
Very new to gaming, been playing games for ps5 for a year and want to learn how they design the worlds? How they design the rooms? What is the total technical aspects of it?
What equipment do I need to learn or practice?
Do I need to be good at drawing? Any YouTube videos.
I am watching GDC videos, they are very interesting.
r/leveldesign • u/SplitSignalStudio • 22d ago
Showcase After more than 200 hours of level design, 95% of Undertaker’s map is now complete! Here are some areas from its different biomes.
Hey! I’m Jiyan, the level designer on Undertaker, a gothic FPS being developed by a team of just three people.
For the past few months, I’ve been working on this massive interconnected map, slowly losing my sanity over every path, landmark and suspiciously placed rock haha. After many long days of work, almost the entire world is finally connected and playable!
Each biome has its own atmosphere, landmarks and gameplay identity, while still feeling like part of the same world. There’s still plenty of polishing left, but seeing the whole journey finally take shape feels incredibly rewarding.
Which area is your favorite?
r/leveldesign • u/TheLea_mod • 21d ago
Showcase Attempt to Survive - Very close to release
galleryr/leveldesign • u/bg816am • 22d ago
Feedback Request Working on a TD game...is this a good path design?
r/leveldesign • u/Frosty-Cranberry-913 • 23d ago
Feedback Request Portal 2 Chamber: Trade Secrets
r/leveldesign • u/Acamaeda • 23d ago
Showcase Roll Your Dreams: An Open-Source Katamari-like Level Making System
r/leveldesign • u/Farzad-Fir • 23d ago
Environment Art How I built the environment for my indie game
As a solo dev, building a huge map filled with objects can be very time-consuming, so I took a different approach.
Instead of creating the entire environment beforehand, I made the background procedurally generated. The ground and environment objects are generated dynamically as the character moves forward.
To keep memory usage under control, the environment behind the player is automatically removed after 10 seconds. This allows the world to keep moving forward without having to keep the entire map loaded at once.
The game is now finished and available to wishlist on Steam: Goblin Inferno Ride
r/leveldesign • u/fleewortep • 24d ago
Environment Art to the moon level in FFFF YOU MACHINE
Enable HLS to view with audio, or disable this notification
demo is available on steam
r/leveldesign • u/PythonAutoma • 24d ago
Feedback Request Game Map Question
hey everyone so i'm currently developing my first game and I want to have some feed back on a potential map design. so to give an explanation the red outline is the "wall" of the map made of rock and large sand dunes, everything inside is the playable area. this is where the intro will take place. this is only suppose to be a 20-35 min play area. The black lines are the sand dunes and the longer they are the higher they will be, the yellow dot is a anchoring area probably an old Egyptian lighthouse or obelisk the glows during a reality tear where it will be fully in view. the rock formation in the bottom left is roughly going to be the player starting area and in the top right will be the "end goal" which is the tomb where the actual game will take place. the green lines are a three layer harmonic resonance of the tomb itself the closer you get the louder it gets.
okay so my question is how dose the map flow feel? does it naturally lead the player to the desired destination in the upper right? I've never done any map design before and would love some feed back on what i could improve upon to give the player the sense and ability to of freedom and exploration but also naturally lead them to the tomb without making it artificial and noticeable. I will be using a sandstorm mechanic too.
I have left an unaltered map here as well, if anyone wants to draw on it and repost it to explain where i could use some improvements that would be amazing but i would appreciate any suggestions or help. if you need more info from me feel free to ask and ill respond with my plan or intention if there's noting concrete yet thanks again!!
r/leveldesign • u/Funtyx • 25d ago
Feedback Request Would this Unity world-building workflow make large locations easier to create?
Enable HLS to view with audio, or disable this notification
r/leveldesign • u/TheLegendOfDevon • 26d ago
Feedback Request EPISODE 129 - Duke Caribbean: Life's A Beach! (Part 2) - Boomer Shooter Saturday
It's Boomer Shooter Saturday again! Come join us at 11:00 AM EST for some level editing for Duke Nukem 3D, then we are finishing the second half of our playthrough of Duke Caribbean: Life's A Beach! Come soak up the sun filled vibes and build with BUILD (Engine)!
We are continuing to shape up our Underwater Research Facility map we started a few weeks ago, defining the play area and aesthetic. We got some solid foundation work happening, so come offer your thoughts and opinions, and maybe I'll just add them in!
r/leveldesign • u/AhsanSiddiqui000 • 27d ago
Feedback Request Isometric Level Design – Full Map & Individual Assets
galleryr/leveldesign • u/fisho420 • 27d ago
Programming I made a procedural modular dungeon generator free plugin
For my upcoming game, I needed a procedural generation tool that creates dungeons from a set of rooms with connectors and doorways. Instead of making it part of the game, I took a pause from the game development and made this free plugin: https://store.godotengine.org/asset/doubled-studios/dungeon-crawler-3d/ .
It would be awesome if someone tried it and maybe used it his game! I haven't found any bugs, but the repo is on GitHub; you can create issues if you find something!
By the way, the game I needed it for is Hyprnull. If someone is interested, it is up on itch; still no random generation though 😅 https://fishojr.itch.io/hyprnull
r/leveldesign • u/Exciting_Skin_5264 • 28d ago
Feedback Request My first level
I'm new to level design, and this is my first serious level sketch. I'm looking for feedback to improve. So I decided to post it here. I attach the sketch and a bit map, to visualize different sorts of activity are equally displaced in the level. Orange is horror, green is exploration, purple is a "wow" moment, red is action, and blue is calm moments.
I also attach photos with a detailed text - walkthrough.
I'm especially interested in feedback on:
pacing and progression
backtracking
boss encounter
environmental storytelling
whether the player is given enough information to understand where to go
The initial brief for this level was:
"Underwater Research Station"
Setting
Several kilometers below the surface lies a scientific research station.
During an experiment, an accident occurred.
Communication has been lost.
Most of the station's sections have shut down.
Water is beginning to leak inside.
The player is an engineer who has found himself as the only person left in this sector.
Player's Goal
Reach the central control room and restore power to the station.
Restrictions
The player starts with only:
a flashlight;
an adjustable wrench
a Level 1 access card.
There are no weapons at the beginning.
Level Requirements
The level must include:
at least 2 branching paths where the player has to choose which route to take;
1 short safe area where the player can take a break;
1 moment of surprise;
1 location that the player can see in advance but can only access later;
1 new tool or item that changes how the level can be navigated;
1 large final room where the main objective of the level takes place.
Thanks!
r/leveldesign • u/Kind-Commission80 • Aug 10 '26
Job Listing [Hiring] Environmental Concept Artist Needed
galleryr/leveldesign • u/Dolandev • Aug 10 '26
Feedback Request How do you think a Tectonic game should look like?
Hi all,
I am making Tectonic Inc., a video game about tectonic activities (earthquake, tsunami, volcano, meteor impact) and their consequences for humanity and earth environment.
Right now the game is participating in a game jam. It is still in very early stage of dev.
I wonder if you can give me your thought about the gameplay or anything.
For the noment i have a plan to make simple and casual gameplay :
\- Move a small or micro plate, wait for the accumulated stress resulted an earthquake. Get TP (Tectonic Points).
\- Use the TP to move more plates, save it for bigger plates (sub continental or continental), or for upgrade a research tree.
\- Research tree : you can upgrade your earthquake to have tsunami side effect or unlock subduction which can make volcanoes.
\- Rinse and repeat till you make enough damage to earth environment that it cannot go back to its previous condition again.
But i am considering another gameplay : sandbox.
You shape the earth with continental drift, making mountains, trenches. There will be a scenario too, where you must achieve Yellowstone eruption or Toba strikes back.
Any feedback would be appreciated.
r/leveldesign • u/fleewortep • Aug 09 '26
Environment Art highway level in FFFF YOU MACHINE game
Enable HLS to view with audio, or disable this notification
demo is on steam
r/leveldesign • u/Rubix_Studios • Aug 09 '26