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World Of Level Design

@worldofleveldesign.bsky.social
190 followers 9 following 310 posts

Tutorials, tips & practical knowledge for being the best level designer and environment artist. I'm AlexG and this is the official Bsky of WorldofLevelDesign.com (Tutorials for #gameart #3d #environmentart since 2008).

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World Of Level Design @worldofleveldesign.bsky.social · 1h
Why I create all modular environment assets that make up the blueprint of the environment in the same scene file... The road ahead: www.worldofleveldesign.com/store/modula... #gameart #leveldesign #unrealengine #ue5 #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 06/10/2026
Blocktober, Blocktober, month of October 2017, Michael Barclay game designer from Naughty Dog started hashtag on Twitter to honor blockots. 9 years later it's still going strong. Blocktober: Quick Start Guide to Blockouts www.worldofleveldesign.com/categories/l... #gameart #gamedev #leveldesign
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World Of Level Design @worldofleveldesign.bsky.social · 02/10/2026
Here is how to quickly set Maya to another existing project to work from. #mayamodeling #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 30/09/2026
Follow This UE5 Environment Asset Collision Steps Protocol... #ue5 #gamedev #gameart
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World Of Level Design @worldofleveldesign.bsky.social · 30/09/2026
Creating #UE5 Static Mesh collisions can be a pain & time suck. Instead, follow UE5 Environment Asset Collision Steps Protocol: 1. Generate Missing Collisions on import 2. Redo Collisions in Static Mesh Editor drop down 3. Run Convex Decomposition 4. Custom Collisions in 3d app #gamedev #gameart
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World Of Level Design @worldofleveldesign.bsky.social · 11/09/2026
Light sources. Got to have them. Otherwise where is the light coming from? Can be used on walls, ceilings and even floors. Modeled in #Maya for #UE5. #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 11/09/2026
Very common you'll mess up your current Maya workspace to something you didn't want & NOT know how to get it back. Happens so often w/easy solution. Go Windows > Workspaces > Reset to Factory Settings. This resets to default, get everything back & any custom shelves stay #gameart #maya #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 08/09/2026
Underground train/subway tunnel stop light. Blockout and final. Modeled in #Maya for #UE5. #gameart
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World Of Level Design @worldofleveldesign.bsky.social · 04/09/2026
Some door modeling in Maya. Two variations. With and without vent. Both doors will share the same texture. And there is plenty of UV space for the vents. #gameart #mayamodeling
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World Of Level Design @worldofleveldesign.bsky.social · 03/09/2026
I have even more ready-to-use environment #gameart assets for you It includes #UE5 Materials, Instances, PNG textures & Static Meshes See WoLD Patreon Compilation Part 2 featuring 10 posts filled w/assets I released that you can download & use www.worldofleveldesign.com/categories/n... #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 03/09/2026
"How I quickly UVed this 90 degree curved pipe in 2 minutes with Maya." Using Planar Projection, Cut Along Edges and Unfold. One of the most common ways I use to UV assets. Learn Maya Modeling/UVing with this tutorial course: www.worldofleveldesign.com/store/maya-g... #mayamodeling #gameart
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World Of Level Design @worldofleveldesign.bsky.social · 02/09/2026
Work In Progress: Modular pieces stress test. Making sure all works before moving on to props, lighting, decals etc. From Maya to #UE5. All the steps and entire pipeline is covered in this ALL-IN tutorial course: www.worldofleveldesign.com/store/modula... #gameart #gamedev #leveldesign
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World Of Level Design @worldofleveldesign.bsky.social · 01/09/2026
Modular environment wip - modular pieces stress test. Simply following the steps I outlined in the Modular Environment Design masterclass. Still a lot of work to do but one piece at a time. www.worldofleveldesign.com/store/modula... #ue5 #gameart #unrealengine #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 01/09/2026
UV snapshot gives clear visual reference of your UV layout to: Place details, text or other elements Overlay UV layout on existing textures for edits Create masks for isolating specific parts for material adjustments In Maya, select your mesh/meshes, go to Image > UV Snapshot. #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 26/08/2026
New Tutorial #UE5 Blueprint: Create Meshes Along Spline Procedurally (Seamless & w/Spacing) 2 BP tutorials in post: ▪️Part 1: create seamless meshes along spline. Perfect for cables, walls, ropes, roads ▪️Part 2 add optional mesh spacing www.worldofleveldesign.com/categories/u... #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 20/08/2026
“Do you have #UE5 Blueprint that places Static Meshes along the Spline but also has ability to add space/distance in-between them?” Yes! This version adds all the previous UE5 Blueprint functionality plus optional spacing between Static Meshes. www.patreon.com/WorldofLevel... #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 12/08/2026
Finally start creating procedural wires, ropes, cables, chains... Simply drag completed, ready-to-go #UE5 Blueprint into level then change Static Mesh for any of provided starter cables or other seamless mesh you want. Get it on WoLD Patreon: www.patreon.com/WorldofLevel... #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 29/07/2026
Environment isn’t done. But finally coming together. Electric pipe & wire detail assets are doing their job. Created 38 Static Meshes to use. Been using them a lot in the tunnel section of the level. Also released them so you can use them as well. Download link in comments #ue5 #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 28/07/2026
I have another hand-made modular prop set perfect for adding much needed detail into your environments along walls, floors or ceilings. They are modular wires and brackets. Get UE5.3+ ready assets as well as FBX and Maya file. WoLD Patreon: www.patreon.com/WorldofLevel... #gameart #ue5 #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 23/07/2026
Common for many assets to share 1 single set of textures & 1 material. To do this keep objects separate but select them all then UV. Placing all UVs into 0-1 space together. Here modular electric pipes sharing same UV space, having 1 texture & keeping all UVs not overlapping. #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 23/07/2026
Modular Electrical Pipes, Boxes, Brackets now out for download. ▪️Fully modular (snap together) ▪️2 looks: metallic or painted ▪️ #UE5.3 (23 Static Meshes + showcase map) ▪️Maya .MB + 23 .FBX + 9 textures Support WoLD on Patreon to download assets: www.patreon.com/WorldofLevel... #gamedev #gameart
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World Of Level Design @worldofleveldesign.bsky.social · 14/07/2026
Modular electrical pipes & electrical boxes. Different sizes: large, medium and small. Generates a lot of versatility in design. Quick stress test of seeing how they can snap together but so many more variations are possible. Modeled in Maya for #UE5 #gameart #gamedev #unrealengine #mayamodeling
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World Of Level Design @worldofleveldesign.bsky.social · 09/07/2026
Get in there and start blocking things out. Don’t concern yourself w/anything final. Get visual ideas down to help determine scale. All will change & nothing is final. Then you can come back & start actual modeling. Blocking out electrical pipes, brackets, boxes. #gamedev #gameart #mayamodeling
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World Of Level Design @worldofleveldesign.bsky.social · 08/07/2026
Modular wires: different sizes, different configurations, bracket details. Easy to use. Duplicate and snap. Detail walls, hallways, rooms. Modeled in Maya for #UE5. Will need to finish UVing and texture but modeling is done. #gamedev #gameart #unrealengine #mayamodeling
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World Of Level Design @worldofleveldesign.bsky.social · 07/07/2026
Great thing about using Sweep Mesh on Curves in Maya (for wires, pipes and more) is that UVs are already done. Also works great on more complex option setups. These aren't hard to UV, just time consuming if you had to use older technique to extrude along the curve. #gamedev #gameart #mayamodeling
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World Of Level Design @worldofleveldesign.bsky.social · 02/07/2026
Large electrical wires usually need some kind of wall brackets. Originally thought I’d go w/simple version (im1), half-cylinder & call it done. No one probably notice but I would. So decided to add more detail (im2-4). By diving deeper into photo reference helps immensely. #gameart #gamedev #ue5
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World Of Level Design @worldofleveldesign.bsky.social · 01/07/2026
Vents modeled. Vents placed. For that much needed wall detail. #gameart #ue5 #mayamodeling #gamedev #unrealengine
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World Of Level Design @worldofleveldesign.bsky.social · 30/06/2026
Just released even more texture masks to use for blends or adding variations on WoLD Patreon for supporters. Textures Masks Collection #2: More Masks for Blends or Texture Variations (PNG Textures - Individual & Packed). www.patreon.com/WorldofLevel... Been using these a lot. #gamedev #gameart
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World Of Level Design @worldofleveldesign.bsky.social · 26/06/2026
Replacing concrete barrier rails with glass barrier rails. Glass opens up the space more and unites it. Rather than separating it. Like this better. Lots to be done but always moving forward. WIP. Design, improve, iterate, update. #ue5 #gameart #leveldesign #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 23/06/2026
This continues to be one of my favorite, powerful yet simple techniques in UE5 material editor. Blending or combining 2 different Normal Maps together. Then swapping them out with others for additional variety on surfaces. #gamedev #gameart #ue5 #unrealengine
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World Of Level Design @worldofleveldesign.bsky.social · 18/06/2026
New WoLD Patreon Assets - Normal Map Collection #1: Concrete Tiles/Panels (PNG Textures, Masks, UE5 Assets) 22 tiling Normal Maps of tiles/panels, concrete theme. Use them solo or blend them w/other Normals. Includes #UE5 Materials & Instances. www.patreon.com/WorldofLevel... #gamedev #gameart
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Normal Map Collection #1: Concrete Tiles and Panels (PNG Textures, Masks and UE5 Assets) | World of Level Design
Normal Maps are essential textures that add surface detail to your environment assets. This could be a prop, hero asset or any modular envir
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World Of Level Design @worldofleveldesign.bsky.social · 17/06/2026
NEW TUTORIAL: DirectX vs OpenGL Normal Maps Understanding, Using, Creating DirectX or OpenGL Normal Map Formats In this post you'll learn difference between DirectX vs OpenGL Normal Maps - create them, use them and export them. www.worldofleveldesign.com/categories/t... #gamedev #gameart #ue5
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World Of Level Design @worldofleveldesign.bsky.social · 16/06/2026
If you ever need to flip black/white values of a mask inside #UE5 without going into Photoshop or Substance, use OneMinus (1-x) node.
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World Of Level Design @worldofleveldesign.bsky.social · 15/06/2026
Masks are grayscale images & act as visibility filter Hiding or revealing texture information. I use these all the time to control adjusting parts of a texture while not affect something else. In #UE5 specifically: White = Visible Black = Invisible White Reveals Black Conceals #gamedev #gameart
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World Of Level Design @worldofleveldesign.bsky.social · 08/06/2026
NEW TUTORIAL! Substance Painter: 4 Powerful Methods of Creating Tiling or Detail Normal Maps from Height to Export and Use. See full video and tutorial post: www.worldofleveldesign.com/categories/s... #gameart #ue5 #gamedev #substancepainter
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World Of Level Design @worldofleveldesign.bsky.social · 05/06/2026
It's crazy there is complete beginner tutorial course that'll teach you to use Substance Painter from scratch for environment art. In 23 videos & in 6hrs you'll be able to use Substance Painter. Substance 3D Painter Essentials: www.worldofleveldesign.com/store/substa... #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 03/06/2026
There are 2 types of Normal Map Formats you'll be dealing with depending on output: DirectX & OpenGL Both outputs will be defined in presets in Substance Painter: ▪️UE4/5, 3dsMax = DirectX ▪️Maya, Unity, Blender = OpenGL DirectX requires a Flipped Green Channel. #gameart #ue5 #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 19/05/2026
Generally, your textures will work better if they don’t stand out apart from each other as too bright or too dark. Instead are more cohesive. You then able to have more controllable lighting. Check Base Color only view. Not always the case but generally this will help you. #gameart #ue5 #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 06/05/2026
When creating asset packs for UE5 or anything else, it’s important to decide on naming convention you’ll be using for all meshes, textures, materials etc. This requires thought planning but it’ll make finding, updating, working w/assets a lot easier down the road. Especially when sharing them.
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World Of Level Design @worldofleveldesign.bsky.social · 05/05/2026
Quick steps to using Clone Tool in Substance Painter... For more detailed step-by-step check out full breakdown tutorial Substance Painter: Using Clone Tool (Great for Fixing Tiling Seams or Copying Texture Elements) - www.worldofleveldesign.com/categories/s... #gameart #substancepainter #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 05/05/2026
If you are using the Clone tool in Substance Painter, make sure to create an Empty Layer and then change each Channel to Passthrough for the Clone tool to work. #gameart #substancepainter #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 30/04/2026
Portion of environment is done. Modular pieces are stressed tested. All work. But it’s time to start working on tiling textures to see how surfaces fit together before building rest of environment. And before adding med to small detail & props. Modeled in Maya, designed in #UE5 #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 17/04/2026
“What if you put details first & then built environment around them.” This can be done. It is a method. However, difficult to execute for most. Instead it's recommended you work LARGE to SMALL. Focus first on blockout, big shapes then detail become secondary & almost automatic. #gamedev #gameart
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World Of Level Design @worldofleveldesign.bsky.social · 15/04/2026
Creating entire environment first All untextured. Using all modular meshes. Designing the space Then will focus on texturing/mat creation Documented similar approach from start to end in Modular Environment Masterclass www.worldofleveldesign.com/store/modula... Maya modeled #UE5 created #gameart
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World Of Level Design @worldofleveldesign.bsky.social · 15/04/2026
We have modular railings. Modeled in Maya and imported into UE5. Stand-alone. Attached to a wall. End caps. Straight. Inclined. Connector pieces 90 and 180 degrees. Enough for pretty much most use case scenarios. #gameart #gamedev #ue5 #unrealengine
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World Of Level Design @worldofleveldesign.bsky.social · 11/04/2026
Always be creating. #gameart #gamedev #ue5 #leveldesign
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World Of Level Design @worldofleveldesign.bsky.social · 10/04/2026
Blockout train tracks to modeled train tracks. From Maya to #UE5. Blockout is kept as simple as possible but has the dimensions locked in. This way when you model & update blockouts with final meshes, the environment is kept the same & doesn't shift for you having to fix it. #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 10/04/2026
Modeling doors in Maya and bringing them into UE5. No textures yet. Lock and keycard with vent variation. Also got to have some hinges. Doorways and door frames are kept separate for additional variations to swap out to and allow you to open/close doors. #gameart #gamedev #mayamodeling #ue5
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World Of Level Design @worldofleveldesign.bsky.social · 07/04/2026
Shading issues often stem from bad topology. Fix your topology will fix your shading issues. Image 1+2: Top: shading issues from bad topology. 2nd From Top: fixed topology, shading issue gone. Image 3: Bottom Piece: same as 2nd from top just optimized, less verts in the area. #gameart #gamedev
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World Of Level Design @worldofleveldesign.bsky.social · 25/03/2026
What has helped a lot is to constantly keep on-going lists of what to do next on the project and what has been already done. This time and anytime you have 30-60 minutes to put something into your project, you don’t waste time.
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