#BlockMesh
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alexroct · 4 months ago
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markethighs · 6 months ago
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yarrilone · 2 years ago
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I went to a garden today, technically not a blockmesh but I tried to quickly capture the same vibe in a level in Unreal
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khalleverup · 5 months ago
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The Blockmesh TGE!
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3dafmmodelling · 6 months ago
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undertsanding player types can help designers create experiences that cater to different motivations
1.achievers who seek to accomplish goals and earn rewards
2.explorers who enjoy discovering new areas and lore within the game
3.socializers players who are motivated by interaction with others, often prioritizing social experiences over competition
4. killers players who play like a competition
designing levels with these types in mind create a more engaging experience
shape theory often associated with the work of designer raph koster suggests that certain shapes and forms in level design can evoke specific emotional responses
circles creates a sense of unity and safety triangle creates a sense of action, tension or conflict
square can evoke stability and order by utlizing these shapes thoughtfully designers can subconsciously influence player behaviour and emotional management
blockmesh
blockmesh is a technique often used in level design to create modular and flexible game enviorment. it involves using simple geometric shapes
blockmesh can help in rapid prototyping , testing gameplay mechanics , facilitating easy adjustments based on player feedback.
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3dgamebs · 6 months ago
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Level Design Psychology and Techniques
1. Player Types
According to Quantic Foundry, players have different motivations when they game, and these can be grouped into types:
Achievers: Love challenges and ticking goals off their list. They want levels that reward skill and effort.
Explorers: Thrive on discovering secrets and hidden paths. Open, interconnected maps are their playground.
Socializers: Prefer levels that let them work together or engage in meaningful story moments.
Recognizing these types helps designers create experiences that appeal to different motivations, whether that’s intense boss fights, secret-filled maps, or co-op puzzles.
2. Shape Theory in Level Design
Shapes can influence how a level makes players feel, according to this article. For example:
Squares/Rectangles: Stable and safe—perfect for hubs or resting spots.
Triangles: Sharp and tense—ideal for danger zones or boss arenas.
Circles: Smooth and harmonious—great for exploration or storytelling areas. Designers use these shapes to subtly guide emotions and actions. A room full of sharp, angular structures? Probably bad news.
3. Blockmesh
Before levels get their final polish, designers often start with blockmesh (or grayboxing). It’s a rough draft of the level using basic shapes to map out:
Navigation: How easy is it to move through the space?
Gameplay Flow: Are there natural highs and lows in pacing?
Player Guidance: Can players intuitively figure out where to go next?
By testing the layout early with blockmesh, designers can make sure the level plays well before adding all the art and details. It’s like sketching before painting—a crucial step in the process.
Understanding what players want, how shapes affect emotions, and why early prototyping matters makes all the difference in level design. Whether you’re building a safe hub for socializers or a tense boss arena for achievers, these techniques help create levels that feel intuitive, exciting, and tailored to the experience.
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projecthunt · 6 months ago
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Player Types.
Players play games differently, knowing how they do so allows for better level design. People who are achievers want goals and rewards. Therefore, all levels should have clear objectives. Explorers love to explore secret places. Socializers enjoy co-op stuff. Killers like high-risk competition. When you design with these types in mind, levels become more engaging.
Shape Theory.
How players feel about a game’s environment is affected by shape theory. Circles and curves look safe and friendly which makes them suitable for tutorials or rest areas. The squares and rectangles represent stability and order, making them ideal for puzzle. Using triangles and sharp angles creates tension and danger, which is ideal for traps or boss areas. Using these shapes in a strategic way changes player emotions and reactions.
Blockmeshing.
Blockmeshing is the first step in your level design where you use simple blocks to roughly plan the level to test gameplay. Designers concentrate on how players navigate the area, i.e. using landmarks, lighting, framing. They control pacing with open spaces for exploration and tight areas for tension. The mechanics on this stage which includes jumping as well as fighting will also be tested. Everything will be tested to make sure everything is functional and smooth before the final details are added.
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mysupersupercoolproject · 7 months ago
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Looking at Blocktober
What is Blocktober?
Blocktober is when video game designers come together to post their videogame levels in their original grey box state to show what they changed, kept and how they adapted to overcome design issues within their level.
Popular games such as God of war and Cyberpunk 77 have taken part and have shown their game process which shows how big Blocktober really is.
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rv-3dproject · 7 months ago
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Research: Blockmesh
A blockmesh is 3D rough draft level built with simple 3d shapes just without details or polished assets.
The goal/use is to test, adjust and overall prototype the foundational shapes of the level making it playable. Eventually then you can add on all of the extra details after months of playtesting.
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To Evaluate this you have to take in flow, balance, encounter design and metrics all into account. This is design phase to check whether your ideas will work out or not.
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markethighs · 7 months ago
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jc-3dproject · 7 months ago
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Level design psychology and techniques:
Player types/motivations:
Slayer + Bard
-Relevant to you.
-Your Fav games.
Shape theory:
In order to convey the theme of my game, I will be using shape theory. For example, something that is hazardous is portrayed as a sharp spike or a puddle of some sort of toxic chemical.
Blockmesh (Blocktober):
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Examples of levels designed around player mechanics:
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m92-fpmp · 2 years ago
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Blocktober
Metal Gear Solid 4
Grand Theft Auto
Jedi Fallen Order
Call of Duty - World War 2
God of War
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fpsla · 2 years ago
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Last Of Us
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Last of us used blockmesh to help make the game, as it allows the map to be made poorly but well enough you can see the level's foundations. They also made the voicelines and dialogue after the level so it feels more suited to how the actors seen the level, which would make the reactions and emotions more realistic.
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gdadp2 · 2 years ago
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I found it quite interesting that the entire museum level featured in this video came about from two paragraphs that evolved and changed to become a much more fleshed out, unique version.
I also thought that the blockmesh technique featured was a quite interesting, more advanced version of greyboxing, although it probably does take more time, it allows for a better way to see the level as a whole, as while it does allow to see the general layout and structure, like greyboxing does, it also allows the devs to get the general ideas of the colours and colour pallet used.
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firstpersongameyr1 · 2 years ago
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Blocktober
Metal Gear Solid 4: This design layout shows a before and after map of metal gear solid 4. The before map only uses 3D shapes to portray the basic design of the map. The after map shows the detail added.
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2. God of War: This game's designers created very unique shapes when Grey boxing. This is to help portray the jagged textures of rocks when using rock samples for the background. What I find interesting is the comparison and using the completed character in the grey box world because you get to view the inside of each of the game's mechanics.
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3.COD WWII: This game's designers use grey boxing to design the level and not the background.
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4. Overwatch: This game's designers use basic grey boxing textures to portray the scenery. In the finished image below, there is added detail to the floor and stairs.
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5. Apex Legends: This map design shows the gradual addition of features and locations on the map.
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we-do-a-little-developing · 2 years ago
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Greyboxing and map design
Greyboxing is the process of making a rough version of a level using basic shapes and little colour to get a feel for how the level will play without spending time on detailing or texturing.
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The above video, an interview with one of the level designers at Naughty Dog [the studio behind The Last Of Us I & II], was very interesting as it gave an insight into the industry process of creating levels. For instance, greyboxing is done immediately after the concept art is produced so the developers can see how the map plays in 3D. Moreover, although invisible walls are used, natural barriers are used to denote where a player can't go, whilst not standing out particularly from the surrounding environment. Light and colour are also used to suggest to the player where to go [as well as a literal guide for parts of the section], with players being drawn to areas of bright colour and high light levels such as the back of a dinosaur statue being highlighted by natural light to draw players attention to it so that they'll try to climb it.
As much as I'd love to use all these techniques in my game, I just don't have the scale or time to. However, I will bear in mind how I use light and colour to highlight playable areas and objectives so that the player never feels lost. My process for greyboxing will likely only use basic shapes such as cubes or spheres so that I can focus on the mechanical gameplay prior to detailing
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I was told to list 5 games that use greyboxing here. I will not because 1] I'm tired and can't find any, and 2] greyboxing is so prevalent in all 3D games that it's hard to find a modern example that doesn't use greyboxing. Greyboxing is so prevalent in level design in the games industry that it is almost always done.
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