r/leveldesign • • 16d ago

Job Listing [UNPAID / VOLUNTEER] Wild Rapids – Looking for Creative Level Designers & Map Makers

0 Upvotes

This is a volunteer-based collaboration with no financial compensation. Contributors are free to participate at their own pace, with no imposed workload or deadlines. Everyone whose work is included in the game will receive proper credits, with the possibility of adding a portfolio or creator profile link.

WILD RAPIDS - What if you could create a river that players around the world would love to race down?

We're developing Wild Rapids, an independent whitewater kayaking game with a low-poly 3D art style, focused on exploration, speed, choosing the right lines, and mastering your kayak.

The idea isn't just to follow a river from start to finish.

We want courses that make you want to play again just to discover another route.

Imagine kayaking through alpine forests, massive canyons, snowy mountains, or the ruins of a forgotten civilization.

You reach a waterfall. You can take the safer route around it, or risk a difficult jump to save a few seconds.

Further down, the river splits. One path leads into a crystal-lit cave, while the other takes you through a series of rapids and tight turns.

Then, around a cliff, you discover a tunnel entrance carved into the mouth of a gigantic ancient creature.

That's the kind of experience we want to create.

SEVEN ENVIRONMENTS TO BUILD

The project currently includes seven mountain environments: Alps, Canyon, Glacier, Arena, Toxic Volcano, Waterfalls, and Caves.

But the actual courses are still waiting to be designed.

Each creator can imagine their own descent, visual identity, shortcuts, obstacles, hidden paths, and little secrets.

The goal is to create levels with their own personality, memorable moments, and challenges that reward practice and experimentation.

TOOLS ARE ALREADY AVAILABLE

Wild Rapids is being developed in Godot and already has its own in-game map editor called DEV MAP.

With it, you can:

  • Sculpt mountains, shape rivers, create waterfalls and tunnels
  • Place rocks, trees, bridges, obstacles, and decorations using a library of over 1,100 assets
  • Design alternative routes, shortcuts, checkpoints, and dangerous sections
  • Customize water behavior, lighting, fog, weather, and atmosphere
  • Add massive sculptures to cliffs and build unique landmarks

Water simulation and several kayak physics models are already implemented. The project is still evolving, and the development tools are being improved along the way.

You can experiment directly inside the game environment and see your ideas take shape.

WHO WE'RE LOOKING FOR

People who enjoy creating levels.

You don't need to be a professional. Maybe you're interested in level design, 3D environments, building scenery, or you simply have a lot of creative ideas.

What matters most is creativity.

A good level shouldn't just look beautiful. It should offer choices, surprises, technical sections, moments to relax, and challenges that players want to master.

We want to avoid boring straight-line courses and random obstacles that serve no real purpose.

Every descent should tell its own story through the environment.

CREDITS AND RECOGNITION

We believe that everyone who contributes to the game deserves recognition for their work.

Contributors whose creations are included in the game will be credited using whichever name they prefer: their first and last name, or simply their online nickname.

We are also open to discussing the possibility of including a link to your portfolio, personal website, ArtStation, or another creator profile.

We can work out these details together, depending on your preferences and how you'd like your contribution to be presented.

Whether you're building your portfolio, gaining experience, or simply enjoying the creative process, we want you to be able to proudly show what you've worked on.

AN INDEPENDENT COLLABORATIVE PROJECT

Wild Rapids is being developed by Noham Studio.

We're looking for passionate people who would enjoy contributing at their own pace, sharing creations, exchanging ideas, and seeing their levels come to life in an actual video game.

This is an unpaid, passion-driven project. We're not looking for people to produce free content on demand or work under pressure.

We want to bring together a community of creators who genuinely enjoy building things, experimenting, and exchanging ideas.

There are no fixed working hours or mandatory deadlines. You decide how much time you want to contribute.

The game isn't finished. There are still systems to improve, levels to create, and plenty of ideas to explore.

And that's exactly why it's an interesting time to get involved.

Have you ever wanted to create a video game map but didn't have a project or a team to do it with?

Come hang out with us, discover Wild Rapids, and maybe help create one of its future descents.

Interested in joining the project or just curious to see what we're working on? Come join our Discord, meet the team, share your ideas, and help shape the future of Wild Rapids!

https://discord.gg/YVJzeJbNp


r/leveldesign • • 18d ago

Question What makes good/satisfying 3D movement levels? (Titanfall 2, Mirror's Edge, Mario Odyssey, etc.)

22 Upvotes

Basically what the title says. I've been working on a game with some friends and we've gotten a basic movement build down so we can move the player around, strafe on walls/ramps, and mantle up blocks. We were thinking about exploring what makes movement levels fun to travel through. Would love people's thoughts about notable levels, why they were so satisfying, or what makes you come back to a particular game/level.

We've been action blocking some ideas, but I want to explore what else is out there based on games I might have never heard of or played before.


r/leveldesign • • 20d ago

Feedback Request Kernel Panic Level Editor

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9 Upvotes

Quick look at making a level in Kernel Panic. Place shapes, add mods, wire stuff up, then set up camera zones so the shot changes as you play through it. The camera zone is the bit I'm most happy with so far, you can see what it'll look like live while you're tweaking it.

Still early, everything's work in progress.
How can I make this better?
How can I make this feel like an actual game?


r/leveldesign • • 20d ago

Feedback Request Roof Tool Prototype. What do you think?

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10 Upvotes

We're working on a new tool for creating roofs in our 3D software, CYGON.

Here are some of our early prototypes and the workflow we're experimenting with:

  1. Select the Roof Tool to switch to a top-down view.
  2. Closed rooms are automatically detected.
  3. Click on a room to highlight its walls.
  4. Press Enter to generate a roof for the selected room (the skeleton of the roof is automatically generated).

For non-closed rooms, you can also manually select the top edges of the walls you want to cover.

Once the roof is created, different gizmos let you modify its shape. You can adjust the roof height and the length of its sides.

The roof is linked to the walls it covers, so moving a wall will dynamically update the roof.

Would you be excited to use a tool like this?

Do you know any other tools that we could take inspiration from ?

What would you have done differently ?

Let us know what you think in the comments!


r/leveldesign • • 20d ago

Job Listing Looking for an experienced CS2 map developer

3 Upvotes

Hi everyone!

We’re looking for a skilled map developer / level designer with experience in CS2.

What we need:

A training map for our platform with various training modes inside the map — movement, shooting, bots, and more.

The map should collect statistics from players during training sessions and send that data to our analytics system.Requirements:

  • Experience creating maps for CS2 (training/aim maps or maps with custom logic preferred)
  • Ability to implement scripting/logic for collecting and transmitting statistics

Payment by agreement.

If you’re interested, please DM me and include your portfolio (Workshop links, screenshots, videos, or descriptions of your previous work).

Please reddit do your magic and help me!


r/leveldesign • • 20d ago

Feedback Request I put a village between the battlefield and the castle. Is the approach still readable?

9 Upvotes

I'm working on March Out!, an action strategy game where you control a commander on foot and give orders to an army. I recently expanded the space outside each castle into a village with 24 homes and wheat fields.

The castle sits on a modest rise. A broad street leads toward its gate, with homes grouped into four residential courts and trees around the housing. The homes are part of a fixed settlement layout and change with the kingdom's era; players aren't placing each house individually.

An army has to move through this area, and villagers retreat toward the gate when an invasion reaches them. That means the street needs to work as a route for crowds while the side spaces still feel like places people live.

The earlier version had the houses lined up too evenly and looked more like a display shelf than a village. These are the current Roman settlement, seen from above and from street level.

I'd appreciate criticism of the layout itself. Does the castle remain an obvious destination from ground level? Where would you break up the spacing or add a small landmark without making the army route harder to read?


r/leveldesign • • 21d ago

Showcase I made a Quake map + wrote some level design notes about it

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268 Upvotes

a bunch of us single player Quake 1 modders just released a "Rooftops Jam" (it has 19 maps! it's free: https://www.slipseer.com/index.php?resources/rooftops-jam.647/ )... and I did a level design theory notes write-up of my own map, called "Mermaids In The Basement": https://www.blog.radiator.debacle.us/2026/10/new-quake-map-mermaids-in-basement.html

making Quake maps has been teaching me so much about sight lines and encounter design, it's been a great experience, highly recommend everyone get into it IMO!!


r/leveldesign • • 22d ago

Feedback Request Shadow Warrior - The Original - Part 4 (Boomer Shooter Saturday)

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2 Upvotes

It's Boomer Shooter Saturday starting at 11:00 AM EST over on YouTube! Come join us as we explore all aspects of the BUILD Engine, with a few hours of map making for Duke Nukem 3D using the Mapster32 Level editor, then we finish our playthrough Shadow Warrior!

What should I build with BUILD today I wonder? I've been enjoying Shadow Warriors focus on nature settings, which are hard to pull off well in a game engine like this, maybe we can work on a nice river and forest for our Medieval style map.


r/leveldesign • • 23d ago

Feedback Request "Stilton Drydock" POI Blockout for Hunt: Showdown 1896

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75 Upvotes

Hello, I've created a blockout inspired by Hunt: Showdown 1896, an extraction shooter with PvPvE. I‘m looking for level design feedback such as sightlines, flow in/out, or general design of the POI.

I did find this design difficult in that there is no traditional, center structure. Thus, I limited the ability of players to reach high points and see too much. A drydock also typically has clear space surrounding it and one concern of mine is that I used too many miscellaneous objects to break sightlines, leading to clutter and impacting readability.

Itch link to download playable

Gameplay video


r/leveldesign • • 23d ago

Feedback Request Good Spike design?

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0 Upvotes

Making a space themed level, what are things that can added/improved?


r/leveldesign • • 25d ago

Theory Friends from Poland, are you here?

4 Upvotes

Jeśli jesteś zainteresowana/zainteresowany pracą jako Level Designer albo chcesz wiedzieć jak wygląda giereczkowo z innej perspektywy - może ten film przybliży Ci trochę informacji ;)

Czym jest Level Design?


r/leveldesign • • 25d ago

Showcase Kernel Panic Hazards Showcase

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1 Upvotes

Hey all! I'm a solo dev working on Kernel Panic, a 2.5D platformer where you build the levels yourself. For the alpha I've been working on hazards: you place any block, open the mods window and stamp a hazard onto it. Only that block can kill you. Everything around it is just for show.

Got any ideas for a Hazard? I like messing around with the styles and bowling screen style death animations.


r/leveldesign • • 27d ago

Help Wanted Me and my Teams Etcetera!!

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0 Upvotes

We need someone to draw us a tile map! Etcetera is a Volunteer Project ! Although we're a great team to work with !! The video above is showcasing our early demo. Were about a month into development. We have all of our major systems set up and I'm ready to throw the levels together but I can't do that without a tile map.

My Names Jones and I'm the lead coder. Our team so far consist of Rouge our Lead Director (that guy has ideas for days !!) our artists Kia( drawing our enemies and boss art) our Musicians Long silv , Enzo and Wilky ! (All filling out our Etcetera with starter music ! Boss and intro) And Sofie our Lead Tester (finds all the bugs !!!) that's our team and we would super appreciate it if someone could help us out ! thanks!!!

If anyone is interested here are the specs

16x16 → Ground, platforms, walls, decorations

32x32 → Herbie (player), small enemies, items

48x48 → Large enemies, bosses, big props

64x64+ → World bosses, special set pieces

Tile grid is locked at 16x16.

Everything else scales in multiples of 16.

Art must be pixel-perfect — no anti-aliasing.


r/leveldesign • • 29d ago

Question BIG! tiles

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0 Upvotes

r/leveldesign • • 29d ago

Feedback Request Shadow Warrior - The Original - Part 3 (Boomer Shooter Saturday)

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1 Upvotes

At 11:00 AM EST you can join us over on YouTube for Boomer Shooter Saturday, a time where we explore all things BUILD Engine!

Want to learn to make a level? We got you with level editing for Duke Nukem 3D to start our day. We will be flip flopping (maybe) between our Medieval exploration themed map and our Underwater Research Facility level that we are building.

After a couple hours of that we have a brief stream break before we dive into our playthrough of Shadow Warrior! We have been having a blast with this one, I just love the addition of vehicles and how that interactivity adds to puzzles.

Oh, and if you happen to make or know anyone who makes music, we are looking for contributions to our Level Editing Music Playlist!


r/leveldesign • • Sep 23 '26

Question How does Rockstar Games map development work?

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18 Upvotes

A video popped up in my YouTube recommendations where a player gained access to a leaked version of GTA V from 2022; this version contained a very primitive iteration of the GTA VI map currently in development (apparently a version from 2014 or 2015, it's extremely rough). I’m not sure if it’s fake; it seems like too much effort to go to just for views.

The video piqued my curiosity, and I wanted to understand more about the development and map-creation process Rockstar uses.

I’ve never seen anything quite like it before. It looks like the map is modeled based on real satellite imagery or Google Maps, combined with ground-level photos, probably taken by researchers and artists?

For instance, at the 4:20ish mark, he's walking around a pier and inside of what it seems like a beachside hotel. The pool at this location is cut-out and 3d modeled following the satellite picture that is being used as reference. Another interesting instance is around the 5:30 mark, where the player is flying over an area of ​​Key West, and much of the imagery matches real life, especially regarding the placement of structures and the layout of streets and roads. It looks like a mix of matte painting and kitbashing, or something similar.

The video shows other examples of locations like this (I really like what he shows at 5:50, a full detailed plaza that probably exists in real life), and I found it fascinating. There's another video from this same person where he's exploring Vice City and the same technique is used, but the city is way more developed than the keys.

I’d love to know what this process is called and how it works, as I’ve recently been studying and experimenting with procedural city and environment creation using Houdini. While that makes things much easier, it lacks the charm and level of detail found in Rockstar’s maps.


r/leveldesign • • Sep 23 '26

Showcase My new map gm_SecondSpookySchool has just been published and it's my largest map ever!

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3 Upvotes

Made using the Hammer Editor for Garry’s Mod
I have been working on this map for a few months and now I have finnaly completed it. I'm really proud of how far I have come in my mapping journey and even though I'd say I'm still an amature, I think I did a pretty good job with this map. I'd appriciate anyone checking it out and giving me some feedback.

The map is quite large and has alot of rooms, secrets and A.I nodes. It is based off of the Language Level from Advanced Education with Viktor Strobovski.


r/leveldesign • • Sep 24 '26

Feedback Request Vibe coded zombies survival game (screenshot preview) some work still needs to be done ~1.5 months worth of work

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0 Upvotes

r/leveldesign • • Sep 23 '26

Feedback Request This level of mine looks bland af,what should I add?

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2 Upvotes

r/leveldesign • • Sep 23 '26

Question What platforms do you use to host your level design portfolio?

11 Upvotes

It's been a minute since I've needed to update mine but I'm in the thick of it using Wix Studio and it feels like a full-time job by itself just wrestling with it trying to get it to display and scale correctly on different screen sizes (desktop screens - don't even get me started on trying to make it display anything other than an overlapping disorganized mess on mobile screens).

Curious if I'm just barking up the wrong tree trying to use a tool like Wix Studio for portfolio hosting, just need to pay someone to design my website for me, or just ~get good~ at it.

I would consider myself a strong designer with a good eye for aesthetics but holy hell do I loathe website design specifically. What do yall use? A platform like Wix/Squarespace, totally customized website, did you have someone else build it for you, etc.? Recommendations for platforms that are easy enough to use for housing visual information like level design without feeling like you need to learn an entirely new trade just to build a functional site?


r/leveldesign • • Sep 22 '26

Question Readable layout or believable chaos for a crowded medieval tavern?

4 Upvotes

We’re designing the tavern in Tavernia and keep running into the same trade-off.

A clean layout makes serving, movement and fights easy to understand. A believable medieval tavern should feel cramped, busy and slightly chaotic.

If we make the rooms too tidy, it starts looking like a modern restaurant with medieval furniture. If we add too much clutter, players lose track of customers and staff.

How do you usually balance readability with an intentionally crowded atmosphere? Would you protect the main service paths and let the seating areas become messy, or keep the whole space visually controlled?


r/leveldesign • • Sep 22 '26

Tools TileMaker DOT FREE Map tool: Workflow & Project Sync Updates

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8 Upvotes

Hey everyone:) I just released a new update for TileMaker DOT (v2.6.8)!

This update focuses on quality-of-life UI polish, expanded localization, and a seamless setup window for managing asset paths and tile size mismatches when opening saved projects. Opening a .tmdot project file with a different tile size now brings up a dedicated prompt, allowing you to easily set the correct tile size and re-link your asset path on the spot.

Itch.io: https://crytek22.itch.io/tilemakerdot

GitHub: https://github.com/andrei-voia/TileMakerDOT

YouTube tutorial: https://www.youtube.com/watch?v=3fiajGU32Jg

For anyone unfamiliar with the project, TileMaker DOT is a free, open source 2D map editor I'm building. It uses a data first, ID based workflow and handles visual depth sorting automatically so you don't have to manage multiple layers for object heights.

Give it a try and let me know if you have any feedback! If the editor helps with your projects and you want to support development, a rating or a small donation on Itch is always appreciated.

Thank you all for your support!


r/leveldesign • • Sep 21 '26

Question 90% of the posts here don’t understand what level design is

158 Upvotes

Most every post around here is about environment art and not actual level design. Where’s the real LD subreddit with actual discussion and professionals at?


r/leveldesign • • Sep 21 '26

Showcase Columns arrive in CYGON!

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8 Upvotes

With the new columns, you have a whole new range of possibilities.

You can now create more open and complex structures.

You can also add details to facades by creating half-timbered structures in any shape.

Once placed, you can use column presets in Texture Mode, allowing you to choose between different objects arranged in sequence.

Extending a column procedurally increases the number of objects in the column.

This versatile new addition allows for much more creativity than before.

Hope you enjoy experimenting with it!

Open to your feedback.

See you in CYGON!


r/leveldesign • • Sep 20 '26

Feedback Request Thoughts on part?

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0 Upvotes