Level Design Master Class: All in One Complete Course
4.3 (420 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
4,956 students enrolled

Level Design Master Class: All in One Complete Course

Everything you need to become a Professional Level Designer in the Game Industry
Bestseller
4.3 (420 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
4,957 students enrolled
Last updated 5/2020
English
English [Auto-generated], French [Auto-generated]
Current price: $139.99 Original price: $199.99 Discount: 30% off
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This course includes
  • 17.5 hours on-demand video
  • 15 articles
  • 20 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Assignments
  • Certificate of Completion
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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
Requirements
  • Willingness to learn the craft of Level Designing
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 8+ 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 of substantial 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 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)


  • : Rational Design (Being recorded)

    Ration Design is designed on a larger scale. In this section, we will look at some simple questions that have to be answered before we design rationally. Looking at the difference between Top to Bottom and vice versa for creating our levels/ games. How to design with a dominant theme and some key fundamentals that go into level design


  • Architecture in Level Design (Being recorded)

    When it comes to designing the space a player with engaging and interact with, they're a lot of critical things to remember. Depending on what style, genre, and flow the game designers have laid out, the architecture must respect the core fundamentals of the game. That being said, the level design concerning architecture is crucial to create an immersive experience for the player. Everything must be to scale. When it comes to creating real-world games, research must be done concerning the already existing areas to create a better workflow. Some other crucial topics we will look at are spatial arrangements in architecture, figure and ground, form - void, Genius Loci, and much more.


  • Bonus: Creating a Final Level (Being recorded)

    In this Bonus section, we will do a small look at how to design a final level in a game, level sequence, or zone. One great principle is the power play sequence where we look at how we can empower the player. There are some tips and tricks in what an excellent final level is, and how we can optimize for player experience and enjoyment

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
Course content
Expand all 110 lectures 17:35:38
+ Introduction to Level Design
10 lectures 01:14:21
What is a Level Designer
11:58
Game vs Level Designer: What is the real Difference?
10:12
Game Design Document Reference
00:15
Mechanics: The Actions of a Player
07:11
Level Design Process Part 2
08:40
Production Phases: Its like a WOW Boss, so many different phases
08:43
Audience & Production Quiz
7 questions
In this assignment we will look at both game design and level design principles that we just learned. We will put both into practice by creating a one-pager for our Level idea! From this document, we will build into the next assignment. Don’t over complicate yourself, make it simple and effective.
Level Design One Pager
1 question
+ Setting up Unreal Engine
10 lectures 01:00:42
The Unreal Masters
00:14
Introduction to Unreal Engine
02:13
Unreal Engine Setup
04:03
Unreal Engine Interface
04:27
Unreal Geometry
09:56
Our First Level Design: Grid
14:40
Level Design Toolkits
00:08
Geometry Brush Indepth look
00:17
Our First Level Design: Recreating in Unreal
21:13
Unreal Takeaways
03:30
+ Setting up Unity Engine
9 lectures 01:07:49
The Unity Masters
00:14
Introduction to Unity
00:43
Unity Setup
07:58
Unity Interface
06:32
ProBuilder Tutorial
08:20
Links to Probuilder Tutorials
00:07
Our First Level Design: Grid
14:40
Our First Level Design: Recreating in Unity
25:57
Unity Takeaways
03:18
+ Level Designer's Workflow
13 lectures 01:06:21
Introduction to Level Design Workflow
06:03
Goal of the project
03:23
Setting up our Project
02:43
Our Concept
13:30
Setting up our theme
03:00
Theme Examples
00:28
Features
04:07
Refrences
05:29
Story
08:21
Choosing our Dominant
03:42
Art Direction
15:01
Art Style List
00:27
Now Its time for you to write down and come up with your own Level Design Pitch Doc This will be a rough draft of our final project for the course. We will take everything we saw and learned in this section and come up with our own unique level/environment that we want to produce inside Unity/Unreal
Level Design Pitch Document
7 questions
+ Maps, Level Breakdown and Design Document
14 lectures 01:35:46
Introduction to Mapping
06:17
Theory about Level Design Mapping Part 1
11:14
Theory about Level Design Mapping Part 2
09:59
Mapping Disclaimer
00:09
Theory about Level Design Mapping Part 3
17:20
Filling in the Blanks
00:07
Theory about Level Design Mapping Part 4
11:27
Theory about Level Design Mapping Part 5
04:28
Level Design Document Template
00:12
Level Design Images
00:04
Level Design Document Part 1
08:36
Level Design Document Part 2
16:01
Level Design Document Part 3
07:27
Time to create your Map. In this assignment, you will create your own maps based on the examples shown in the previous few lectures.
Assignment 3
1 question
Mapping Section Summary
02:24
+ Composition in Level Design
23 lectures 04:25:56
Foreground Layers
39:57
Center of Interest
19:17
Background Layers
11:49
Staffage
02:35
Observation Parameters
02:37
Sight Angle
02:40
Composition Angle
01:54
Low Angle
10:55
Flat Angle
11:41
High Angle
13:11
Front Angle
19:41
Half - Front Angle
19:28
Half - Side Angle
16:10
Side Angle
15:00
Observation Spots
07:51
Static (symmetric) Composition
18:05
Dynamic (Asymmetric) Composition
10:45
Balance
04:48
Asymmetric Composition (No Balance)
09:16
Asymmetric Composition (balanced)
03:52
Symmetric Composition (Balanced)
05:48
+ Guiding The Player
11 lectures 01:47:19
Audio: Do you hear me now? Good
02:47
Details: All the minute ones too
02:52
Lines: In all directions
04:24
Horizontal Lines: As far as the camera can see
18:31
Vertical Lines: How high can you go?
25:06
Curved Lines: Snakes have nothing on this curves
37:06
Colors: The whole rainbow
04:02
Lighting: I see art assets! They're everywhere!
05:45
Scale: Is this big enough?
00:32
Motion: It Lives!
02:48
+ Building Our 3D Level (Unity)
17 lectures 05:00:41
Refresher
02:30
Section 1
29:30
Section 2
20:05
Section 3
18:22
Section 4
47:16
Section 5
30:08

Full  Link to all the assets I will be using in the next few lectures

https://assetstore.unity.com/packages/essentials/tutorial-projects/book-of-the-dead-environment-121175

https://assetstore.unity.com/packages/3d/characters/wire-fence-67846

https://assetstore.unity.com/packages/3d/environments/industrial/rpg-fps-game-assets-for-pc-mobile-industrial-set-v1-0-87024

https://assetstore.unity.com/packages/3d/environments/fantasy/campfire-pack-11256

https://assetstore.unity.com/packages/3d/vehicles/land/combat-vehicle-38259

https://assetstore.unity.com/packages/2d/textures-materials/sky/allsky-free-10-sky-skybox-set-146014

https://assetstore.unity.com/packages/2d/textures-materials/brick/high-quality-bricks-walls-49581

https://assetstore.unity.com/packages/3d/props/industrial/garage-props-pack-132664

https://assetstore.unity.com/packages/3d/environments/low-poly-office-props-lite-131438

Recap: Assets
03:38
Asset Placing in Section 1
24:44
Asset Placing in Section 2
10:25
Asset Placing in Section 3
09:07
Asset Placing in Section 4
16:08
Asset Placing in Section 5
15:50
Asset Tuning and Tweaking
26:08
Asset Tweaking: Lighting
31:10
Asset Tweaking: Terrain
13:16
Next Sections
00:19