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Asset Workflows for Modular Level Design

In this series of tutorials, we will discuss the process for creating assets for use in Modular Level Design.

Intermediate
4h 3m
(9)

Created by Joshua Kinney

Last Updated Feb 27, 2019

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  • Course

Asset Workflows for Modular Level Design

In this series of tutorials, we will discuss the process for creating assets for use in Modular Level Design.

Intermediate
4h 3m
(9)

Created by Joshua Kinney

Last Updated Feb 27, 2019

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What you'll learn

In this series of tutorials, we will discuss the process for creating assets for use in Modular Level Design. We will start off by planning out a texture sheet using reference. In this phase, we'll discuss the importance of building a solid texture sheet that is flexible to accommodate most geometry. After that we will set up our Photoshop document by creating a grid that blocks out our texture space. Then we'll jump into creating several textures that will be utilized by our modular assets. After we've completed our texture sheet, we'll jump into creating geometry by making a simple wall and we'll gradually build up our set by combining and modifying our geometry. Finally, we'll end the tutorial by testing our assets in a game engine.

Asset Workflows for Modular Level Design
Intermediate
4h 3m
(9)
Table of contents

About the author
Joshua Kinney - Pluralsight course - Asset Workflows for Modular Level Design
Joshua Kinney
137 courses 4.5 author rating 2798 ratings

Joshua is a devoted games author at Pluralsight. For years Joshua was a key author behind Digital-Tutors' (now a Pluralsight company) popular game engine training. As a kid, he had a passion for playing video games, which eventually developed into a fascination with the process of game creation. The question of "How'd they do that?" led Joshua on a quest to learn to make these games himself. Ever since then, Joshua has devoted his life to creating games, as well as teaching others to build their own fantastic video games.

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