Level Design Practice: Blockout in CryEngine

I constantly seek ways to improve my Level Design skills. This time I was inspired by Blocktober hashtag on Twitter and decided to create a fictional level for a fictional game just to refine my skills in doing blockouts for FPS genre. Here you can see what I’ve achieved in about a week doing it in my spare time.

CryEngine Practice FinalBlockout 04 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice FinalBlockout 01 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice FinalBlockout 05 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice FinalBlockout 02 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice FinalBlockout 03 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice FinalBlockout 04 - From Scratch | CryEngine Level Blockout

Level Details

  • Project: Fictional, Non-existing Game
  • Genre: FPS
  • Programs used: CryEngine 5

My Responsibilities:

I was responsible for coming up with a design for the level and building level blockout in CryEngine 5.
This includes:
Designing and implementing Level Flow, Level Layout and Level Blockout, Lighting and Atmosphere Setup.

Gameplay

A short overview showing different players’ opportunities of attacking the farm building.

East Infiltration 01 150x150 - From Scratch | CryEngine Level Blockout
East Infiltration 01a 150x150 - From Scratch | CryEngine Level Blockout
East Infiltration 02 150x150 - From Scratch | CryEngine Level Blockout
East Infiltration 02a 150x150 - From Scratch | CryEngine Level Blockout
East Infiltration 03 150x150 - From Scratch | CryEngine Level Blockout
East Infiltration 03a 150x150 - From Scratch | CryEngine Level Blockout
Escape Roof Overview 01 150x150 - From Scratch | CryEngine Level Blockout
Escape Roof Overview 01a 150x150 - From Scratch | CryEngine Level Blockout
Escape Roof Overview 02 150x150 - From Scratch | CryEngine Level Blockout
Escape Roof Overview 02a 150x150 - From Scratch | CryEngine Level Blockout
North Infiltration 01 150x150 - From Scratch | CryEngine Level Blockout
North Infiltration 01a 150x150 - From Scratch | CryEngine Level Blockout
North Infiltration 02 150x150 - From Scratch | CryEngine Level Blockout
North Infiltration 02a 150x150 - From Scratch | CryEngine Level Blockout
SouthEast Infiltration 01 150x150 - From Scratch | CryEngine Level Blockout
SouthEast Infiltration 01a 150x150 - From Scratch | CryEngine Level Blockout
SouthEast Infiltration 02 150x150 - From Scratch | CryEngine Level Blockout
SouthEast Infiltration 02a 150x150 - From Scratch | CryEngine Level Blockout
West Infiltration 01 150x150 - From Scratch | CryEngine Level Blockout
West Infiltration 01a 150x150 - From Scratch | CryEngine Level Blockout
West Infiltration 02 150x150 - From Scratch | CryEngine Level Blockout
West Infiltration 02a 150x150 - From Scratch | CryEngine Level Blockout
West Infiltration 03 150x150 - From Scratch | CryEngine Level Blockout
West Infiltration 03a 150x150 - From Scratch | CryEngine Level Blockout
East Infiltration 01 - From Scratch | CryEngine Level Blockout

Breakdown

A short breakdown showing different phases of the map creation process. In general, the process goes as follows:

  1. I started with a good old Paper Plan. Just to quickly sketch out my thoughts on paper. I don’t usually spend too much time at this step. Only to quickly write down some ideas and try different layouts or bubble diagrams.
  2. Then I jumped right into CryEngine 5 and started finding the right scale for the buildings and environment I came up with on paper. At this step, I also added some basic lighting and atmosphere to get the overall feeling of the environment and at the same time to define spots that will help with the players’ guidance.
  3. After that, I created a so-called Asset Zoo or Temporary Asset Library right in the level. This normally helps to quickly try a lot of assets and pick a few that will define my environment. That, in turn, helps to stay consistent with the art and at the same time keep the performance high.
  4. After that, I just continued to refine spaces and to add more details to the environment. At this step, I usually make screenshots and write some notes right on them. Like “make this area larger” or “Block a Line of Sight here”. Those notes are temporary, but since they’re visual, they help me to stay organised better than just text notes. This process continues until the blockout is done.
  5. Also, I never forget to keep my hierarchy clean and organised. This often helps me to try out a different idea of the same area or building without destroying the existing one. So, in the end, I can present several ideas just by switching those folders in the hierarchy.
CryEngine Practice Progress 00 1 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 01 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 02 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 03 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 04 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 05 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 06 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 07 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 08 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 09 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 10 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 11 150x150 - From Scratch | CryEngine Level Blockout
Level Final Hierarchy 150x150 - From Scratch | CryEngine Level Blockout
CryEngine Practice Progress 00 1 - From Scratch | CryEngine Level Blockout

Contact Me

If you’ve found this piece of work interesting, you can contact me via the Contact page.

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