
Follow a step-by-step level design workflow from design brief to a blocked level in Unreal Engine 5, using a paper map, Blender, and real-time illuminate lighting to boost your portfolio.
Create a multiplayer level design brief for a squad-based, four-player co-op against AI, detailing map layouts, moodboard, and 2D/3D deliverables for a futuristic sci-fi setting.
Sketch ideas from design brief with pen and paper, then refine digitally with a pen tablet to map stealth where players without weapons evade a monster and transport a resource.
Brainstorm a sci-fi facility where players spawn, scavenge batteries, and deliver them to a deposit point to win, using cover and three classes including scout and mule.
Design an industrial factory interior map for a mech and batteries scenario by sketching layered spaces, from open hangar to offices, storage, docks, and catwalks, guiding stealth gameplay.
Create a front-to-back section drawing from the map, rendering a two-story warehouse with a mech hangar, garage, catwalk, forklifts, tall shelves, and a 45-degree docking wall for semi-trucks.
Select a focal area on the map and create a quick perspective sketch to explore key gameplay opportunities, using layered drawings to plan spatial relationships before building in 3D.
Bring a top-down reference image into Blender, add a basic armature to gauge scale, extrude walls from a default cube, add a floor plane, and test in Unreal.
Test level scale in Unreal Engine 5 by importing Blender geometry and using it as collision. Then apply a uniform 1.5x scale in the transform panel and re-export from Blender.
Block out a level in Blender by applying transforms, setting a uniform scale of 1.5, and using reference plane opacity to build a grey box map for Unreal Engine.
Enhance the rough blockout by adding stairs, ramps, and border details, test them with the default third-person character in Unreal Engine, and re-import to iterate.
Refine the blockout by adjusting floating geometry, adding a bridge and catwalk, and tracing stairs across the map, using UE5 and Blender to detail the level design.
Hollow the gray box to resemble a warehouse shelf, add crates as cover objects with just enough detail, and ensure the model sits on the ground in Unreal.
Hollow out an interior building in Blender for a UE5 level, create two doorways with aligned openings, remove extra geometry, and add a ceiling with edge loops and extruded faces.
Model a forklift and related objects in Blender using a gray box approach, focusing on basic volumes, extrusions, and separating geometry to convey scale for gray box geometry.
Polish level design by adding hollowed interiors, structural columns and beams, catwalks, props for cover, and furnishings, then validate in Unreal using a simple 2D sketch as reference.
Block out an interior in Unreal, replace default lighting with emissive window panels and ceiling lights, and adjust intensity to reveal a believable space using emissive surfaces.
Adjust interior lighting in Unreal by tuning tint, attenuation, and emissive materials, use a downward rectangular light for shadows, and simplify by removing extra point lights and reducing window brightness.
Realize Unreal Engine 5 lighting features to create a realistic mood in a block-out level with a mech objective and monster enemy AI, plus 3D text render annotations.
Level design is an essential component of multiplayer action games. Ever fantasize about creating your own maps? This class will cover how to approach level design from high-level design thinking to the nuts and bolts of blocking out a level that you can traverse in Unreal Engine 5.
This class involves brainstorming, drawing, 3D modeling, and some setup and lighting in Unreal.
You can follow along using Blender for the modeling portion of the class or equivalent software. While prior experience using either Blender or Unreal is not required, it's recommended that you're familiar with the basics of your 3D software of choice. For the drawing portion, feel free to use good old fashioned pen and paper, then upload a picture of it to your computer using a phone.
Design a level based on the brief provided or create your own!
Soak in the design brief and let it marinate in your head
OR write up a new brief with specific parameters and restrictions defined
Draw up a 2D map either on paper or an image editing app like Photoshop using a pen tablet
Bring the drawing into a 3D app like Blender and begin modeling your level
Be mindful of the scale by checking the level geometry inside of Unreal. Use one of the default 1st or 3rd person character controllers to run around in your map.
Refine the level geometry and set up lights in Unreal, with annotations added where needed.
Once you've finished this class, you should have an awesome graybox level that runs on Unreal Engine 5. This can be used as a basis for an area in your dream game or added to your portfolio to point to and say, "I designed this!"
Note: This class does not cover gameplay programming or network multiplayer setup. However, graybox maps are perfectly valid portfolio material as it demonstrates how you design spaces. For personal game projects, you can use these techniques to consistently tackle the blank canvas with a reliable design process.