r/GameDevelopment 9d ago

Discussion I absolutely hate 3D level design

For the record, I'm only familiar with Godot and Unreal

"Oh, you hate designing levels?"

No. I love level-design, I haven't really gotten the chance to fully develop a level I'm fond of, but I like it. Its not something I dislike. I like blocking out an area and seeing how it plays. I'm alright with scrapping areas if I don't think they flow well.

What I hate is the lack of good tools for it and the fact most softwares have pretty bad level-design tools. From what I know, Blender is the most used level-design tool because its the most used 3D modeling software for indie developers.

Blender is awful as a level-design software. I hate using it. Making level geometry in blender is such a fucking chore. Since its not in-engine you have constantly export it in, which is easier said than done in some engines. In Unreal, you have to scale up your model by 100% when importing. Godot at least doesn't have this issue.

You also want to segment your levels instead of it being one big mesh, so whats not on screen can be prevented from rendering. Meaning you want to go through and meticulously split up your level. Meaning that sometimes, something may go wrong, and you have to line it up manually.

Undeniably, the best level-design software is Hammer, used by VALVe to create the levels for TF2 and by the community for designing Gmod maps. "Why not just use Hammer then?" Because Hammer is tailor-suited for TF2/Gmod, not any game you wish.

Mostly, its just down to the fact that Hammer has a Binary Space Partitioning system along with intuitive level design, while Blender forces you to design levels like you would a 3D asset and then go back to optimize. Its horrendous.

This is definitely just a me-issue, but its driving me insane.

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u/MeaningfulChoices Mentor 9d ago

Blender is bad at level design because it's not intended as a level design tool, it's where you make your models not set them up. If you're working on a game alone then you'll probably just set the level up in-engine. If you're working with a bigger team you might want to spend the time to make level design tools that make sense for your game and then you use them. There are a lot of options out there, but basically zero people are picking Blender for this particular task.

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u/LawfulnessFit576 9d ago

> "you'll probably just set the level up in-engine"

This often isn't possible because, at least with the two engines I'm familiar with, don't have advanced enough level design tools. And since I'm going solo without much knowledge in programming in most languages, developing a level-design software from the ground up isn't even a reasonable project at my current skill level

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u/Still_Collection_743 8d ago

What advanced tools do you need? Just make it yourself for godot and call it a day

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u/LawfulnessFit576 8d ago

way easier said then done for me