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April Talk -- Level design process: How to make your vision a Reality

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Michael C.
April Talk -- Level design process: How to make your vision a Reality

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Tips and tricks for getting a fun and interesting first person action level together efficiently.

We will use the Unreal Engine to look at level design process. Justin Pappas will break down his personal process, demonstrating how he takes a map from concept to grey box to alpha and eventually ship.

Justin has worked as a level designer on AAA games like 'BioShock: Infinite' and the 'Tomb Raider' reboot.

He moved onto the indie scene in 2011 as the level design lead on 'Chivalry: Medieval Warfare' was the creative director and level builder/designer for 'Albino Lullaby' the first game and Oculus launch title
from his side studio,'ApeLaw' and is now Level Design Lead at Otherside Entertainment on 'Underworld: Ascendant'

Justin is still working evenings on the next game from ApeLaw; 'Alice's Lullaby'.

Please note: By attending our meetings, you agree to our safe space policy (http://www.bostonindies.com/safe-space-policy/).

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MIT Stata Center, Room 32-155
32 Vassar Street, Cambridge, MA · Cambridge, MA