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Ryse Environments – Art Dump
Posted by on December 21st, 2013

Crytek’s Ryse perfectly shows how next generation graphics can look like. Really breathtaking!

Much more screenshots are posted on Polycount Forums.

In categories: LD.org News Roundups

LEVEL-DESIGN.org News Roundup – Volume 10
Posted by on December 21st, 2013

LEVEL-DESIGN.org News Roundup – Volume 10:

 

That will be the last post this year, Merry Christmas and Happy New Year!

In categories: LD.org News Roundups

LEVEL-DESIGN.org News Roundup – Volume 9
Posted by on December 14th, 2013

LEVEL-DESIGN.org News Roundup – Volume 9:

In categories: LD.org News Roundups

LEVEL-DESIGN.org News Roundup – Volume 8
Posted by on December 8th, 2013

I was really busy in last weeks so I couldn’t post  regularly. Sorry for that,  here’s a pack of Level Art & Design news for you:

LEVEL-DESIGN.org News Roundup – Volume 8:

In categories: LD.org News Roundups

BBT Development: Level Design
Posted by on November 18th, 2013

Awesome series of Battleblock Theater Development articles. See how Level Designer works with new mechanics and gameplay design. The articles can be found on The Behemoth’s Blog: Part 1 and part 2.

In categories: LD.org News Roundups

Arbor Vitae – UDK Scene by Philip Klevestav Helder Pinto
Posted by on November 18th, 2013

If you thought it’s next-gen scene with all new shiny technology then I’m afraid you’re wrong. Arbor Vitae it’s a UDK scene by MapCore folks –  Helder Pinto and Philip Klevestav. Just watch:

More stuff on MapCore. If it’s still not enough, you should visit Helder’s and Philip’s portfolio websites.

In categories: LD.org News Roundups

Battlefield 4 Foliage Art Dump at Polycount
Posted by on November 18th, 2013

Simon Barle, Foliage Artist from DICE shared on Polycount his environment work from Battlefield 4.

More screenshots here. Make sure to visit Simon’s portfolio website!

In categories: LD.org News Roundups

LEVEL-DESIGN.org News Roundup – Volume 7
Posted by on November 4th, 2013

LEVEL-DESIGN.org News Roundup – Volume 7:

  • PlanetPhillip’s AmbushVille Competition Released! [Blog Post]
  • How Not To Build Map In 10 Days – Daz’s AmbushVille Retrospective [Blog Post]
  • AmbushVille Levels  Walkthrough and Commentary by Custom Gamer [Athelstan] [Factory Condition]
  • Dead City from Rage – Environment Presentation by Polygon Fragments [YouTube Video]
  • Exclusive Interview with Phil Co, Level Designer at Valve [Interlopers Blog Post]
In categories: LD.org News Roundups

LEVEL-DESIGN.org News Roundup – Volume 6
Posted by on October 29th, 2013

LEVEL-DESIGN.org News Roundup – Volume 6:

  • The Depths from Dark Souls – Environment presentation by Polygon Fragments[YouTube Video]
  • Procrastination Is Bad – A disease that touches most of the industry artists and designers, be aware! [Polycount Post]
  • Valve Hammer Editor Mapping Survey – Interesting mappers survey results posted by Brian Riggsbee [Blog Post]
  • In-Depth Look At Doom Episode 1 [Video Analysis]
  • Level Design in Video Games – Article that explains what is Level Design and how it works, good for aspiring designers [Article]
In categories: LD.org News Roundups

LEVEL-DESIGN.org News Roundup – Volume 5
Posted by on October 23rd, 2013

LEVEL-DESIGN.org News Roundup – Volume 5:

  • Call of Duty: Modern Warfare Trilogy Level Analysis – Nice level analysis posted on Russian blog about Level Design (thanks channie for the link) [Blog article]
  • Mainframe Mayhem by mfx – New Quake 1 Single Player level [Download, Screenshots, Discussion on func_msgboard]
  • Salvage Street Scene – CryEngine scene by kwshipman [CryDev news website]
  • Unreal Engine 4 Visual Effects – Amazing presentation of special effects from UE4 [YouTube Video]
  • Fort Ratsack by Biff Debris – Video Commentary by Daz [YouTube Video]
  • Operation: Make Faster Game – Talking about optimization in PlanetSide 2, many cool hints about methods that can save memory [YouTube]
In categories: LD.org News Roundups

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