Chapter 5. Taking This Level Up a Notch

Now that we have experienced the art pipeline for Unreal, let's kick our level design up a notch. In this chapter and the following chapters, we will be using the same process that we used previously, but we will be incorporating additional elements such as more level scripting, win conditions, animated game assets, and more. We will be further developing the story for our game and communicating to the player through level design and environment choices. The result will be a second level that builds off the survival horror feel we started building on the cargo ship. In this chapter, we will cover the following topics:

  • Planning a more complex level
  • Whiteboxing a level for better asset creation
  • Level design principles ...

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