David Baldwin has spent the last few years designing playable environments for titles like the Uncharted franchise at Naughty Dog.
He joins us now to share his design and development process - starting in Maya and taking you all the way through to a playable outcome in UDK. Along the way he'll explain his theories on game modelling, level layout and how to incorporate technical elements like LODS and collision. There is a real focus on level design and playability.
Throughout you'll be set weekly assignments and Dave will give personal feedback to you and your classmates.
A wonderful insight into how the lush, complex environments prevalent in today's games are created.
"The best aspect of this course was helping me to get my head around laying out such a large project and learning the step by step process to getting assets into game." anonymous student via feedback form, October 2013
"I think the course was great and David a good teacher especially for his availability in reviewing and answer our questions." student via feedback form Oct 2013
1) Save Often! - The backbone of building game Environments
Basic overview of commonly used Maya / UDK tools
Going over my personal file keeping methods
Installing and setup of UDK.
Setting Up Maya for Game modeling
Learning how different game types, platforms, and audience can effect the models
Homework : Come up with ideas for game environment
2) Infinite Blank Canvas - Breaking it down into something obtainable
Basics of level layout
What to look for when setting up a blockmesh of your level
How to work with and without concept art (what makes useful concept)
Homework: Set up the blockmesh of your level
3) Knowing When to Stop - Basics of understanding what parts NEED to be modeled
Theory of Game modeling
Going over the basics of all game modeling techniques
How to further refine the blockmesh level
Homework: Refine and breakdown your Blockmesh
4) Getting Messy - Modeling Organic Elements
Explaining my techniques for modeling some common organics
Stone and Rock
Grass Bushes and Trees
Landscapes and ground
Homework: Model the non-repeating organic elements
5) Heart of Steel - Modeling structural Elements
Explaining my techniques for modeling common structural elements
Large objects: Buildings, boats, cities
Small objects: Tables, chairs, windows, railing, doors
Homework: Model the non-repeating architectural elements
6) Give in to the Technical Side - Collision and LODs
What to look for when setting up LODs and Collision
How to set up optimized LODs and collision in UDK
Homework: Finish any non-repeating models. Add LODs and collision to each as needed
7) CowBell - Using instances to save memory and your sanity
What is proper use of instances
How to set up and place instances in UDK
Homework: Add the instanced geo throughout the level to give it the final touch
8) Play Time - Importance of playing through your work
What to look for when going over your own levels
Learn where to cut, and where to rework
Homework: Finish up loose ends. Share your work with others and give feedback