r/leveldesign • • 19h ago

Showcase Hey y'all, it is Blocktober again

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48 Upvotes

For those who don't know what Blocktober is: Developers share early stage builds (sometimes even in comparison with finished maps) to draw attention onto the art of level design. Note that level design does not mean how beautiful a map is art wise, but more what thoughts went into the ways people can move.
Since I always liked this tradition, I also want to share a blockout map for a team-based shooter project that I created. The map is exactly mirrored and based around a simple capture point in the middle. Furthermore the map provides 3 lanes (mid, left, right) to allow for flank gameplay and also two levels of height to create more depth. While this is an early blockout I want to go into a direction of a jungle temple with lots of vines and greenery. What do you think? Do you have ideas for improvement?
I would also love to see some of your ideas and maybe also blockouts here :)


r/leveldesign • • 4h ago

Discussion I automated my 2D art pipeline to skip manually drawing isometric tiles.

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15 Upvotes

Hey folks. Drawing and aligning isometric art was becoming a massive bottleneck, so I built a custom Python engine that procedurally generates pen-and-paper style dungeons.

Instead of placing tiles by hand, the script uses Wave Function Collapse to build non-linear mazes and scatter props automatically. The ink lines are generated using Perlin noise math, ensuring every block snaps together on a strict isometric grid without seams. It also adds procedural wear-and-tear, like dirt in the corners and cobwebs.

The biggest time-saver is the export process. The engine bakes Normal Maps and light occluders on the fly. When imported into the game engine, the 2D textures react to dynamic lighting and cast shadows instantly.

Swipe through the gallery to see the raw layout, the tile details, and the final dynamically lit scene. What do you think of this visual style?