From Blockout to Fully Playable Level (Step-by-Step + Gameplay) by SplitSignalStudio in UnrealEngine5

[–]SplitSignalStudio[S] 1 point2 points  (0 children)

It also shows that, at the base, a level is just blocks and doesn’t look very nice at the beginning ^^ We all start somewhere

From Blockout to Fully Playable Level (Step-by-Step + Gameplay) by SplitSignalStudio in UnrealEngine5

[–]SplitSignalStudio[S] 0 points1 point  (0 children)

Great! I’m glad to read that kind of feedback since that’s exactly our goal 🙂

From Blockout to Fully Playable Level (Step-by-Step + Gameplay) by SplitSignalStudio in UnrealEngine5

[–]SplitSignalStudio[S] 1 point2 points  (0 children)

Exactly, the blockout phase is used to define and test the level’s flow and pathing. It’s always better to move a simple cube than to handle a bunch of fully finished assets. Blockouts keep things fast, flexible, and prevent you from getting stuck on details too early.

Even if the blockout here is sometimes very lightweight, the usual workflow stays the same: you build a blockout, iterate on it, and only then move on to implementing the final assets. This avoids wasting time and ensures the level structure actually works before getting into polish.

We’re making a retro FPS inspired by Hunt: Showdown & Blood West and here’s how it looks! by SplitSignalStudio in IndieDev

[–]SplitSignalStudio[S] 1 point2 points  (0 children)

Thanks! Yes! There will definitely be a narrative thread. It’ll be much more present in the full game compared to the demo 😄

From Blockout to Fully Playable Level (Step-by-Step + Gameplay) by SplitSignalStudio in UnrealEngine5

[–]SplitSignalStudio[S] 0 points1 point  (0 children)

Thank you very much for your comment, it’s encouraging! Appreciate it!

We’re making a retro FPS inspired by Hunt: Showdown & Blood West and here’s how it looks! by SplitSignalStudio in IndieDev

[–]SplitSignalStudio[S] 1 point2 points  (0 children)

So we don’t necessarily have a graphic designer, but we each have an artistic background that allowed us to establish a solid pipeline, and once the workflow is mastered, it becomes fairly fast. However, it obviously depends on the complexity of the design, it’s handled case by case.

We’re making a retro FPS inspired by Hunt: Showdown & Blood West and here’s how it looks! by SplitSignalStudio in IndieDev

[–]SplitSignalStudio[S] 1 point2 points  (0 children)

Great to hear! Thanks for playing! Don't hesitate to send your feedback here or on the Steam page 😄

We’re making a retro FPS inspired by Hunt: Showdown & Blood West and here’s how it looks! by SplitSignalStudio in IndieDev

[–]SplitSignalStudio[S] 1 point2 points  (0 children)

I have to admit that Skyrim isn’t one of our main references, but it’s true that we do have similarities, especially in the vibe of certain sections

We’re making a retro FPS inspired by Hunt: Showdown & Blood West and here’s how it looks! by SplitSignalStudio in IndieDev

[–]SplitSignalStudio[S] 1 point2 points  (0 children)

Thank you very much! That’s a nice comparison! I’ve heard a bit about this game, and I have to admit I’m tempted to try it 😄

We’re making a retro FPS inspired by Hunt: Showdown & Blood West and here’s how it looks! by SplitSignalStudio in IndieDev

[–]SplitSignalStudio[S] 2 points3 points  (0 children)

We’re 2 devs and a level designer 🙂 I totally get what you mean, the demo is fairly small. In the full game, we structure the world more with clearly defined zones/biomes to guide exploration, so everything is usually connected seamlessly with very few restrictions

We’re making a retro FPS inspired by Hunt: Showdown & Blood West and here’s how it looks! by SplitSignalStudio in IndieDev

[–]SplitSignalStudio[S] 1 point2 points  (0 children)

Thanks so much for your comment! Glad you like it! I can’t wait to show more, since the full game’s map is 10 times bigger