1. Level Blockout
Establishing sightlines, player flow, and scale using proxy geometry within the game engine.
From modular architectural kits and procedural foliage to level dressing and cinematic lighting in Unreal Engine 5.
Book a Discovery CallBuilding environments that not only look stunning but respect draw calls, memory limits, and streaming budgets.
Establishing sightlines, player flow, and scale using proxy geometry within the game engine.
Creating highly reusable, grid-snapping architecture kits and tileable trim sheets.
Populating the level with unique props, foliage, and decals to add narrative history.
Applying Lumen/baked lighting, atmospheric fog, and color grading to establish the mood.
Optimization Challenge: Massive open worlds require strict memory management. We utilize advanced workflows including Trim Sheets, texture atlasing, Hierarchical Instanced Static Meshes (HISM), and Nanite (UE5) to ensure dense, beautiful environments maintain a locked 60fps framerate.
Mastery over procedural and manual environment creation.
Engine-ready levels and optimized asset kits.
A transparent, predictable process operating under strict NDAs and secure data environments.
Aligning on visual targets, gameplay flow requirements, and technical constraints.
Creating the layout using basic geometry. You playtest this to ensure the scale and flow feel correct.
Concurrently building the modular kits, hero props, and master materials needed to populate the world.
Replacing proxy geometry with final assets and applying base lighting.
Adding decals, dirt, debris, and unique hero props to create environmental storytelling.
Final lighting bake (or Lumen tweak), collision checks, LOD passes, and performance profiling.
Yes. Through Perforce (P4) or Git, our team can integrate directly into your source control repository, building levels natively within your project structure using your existing master materials if required.
We primarily focus on the "Art Pass" (World Building and Set Dressing). However, if you provide a rough 2D map or design document, our level designers can construct the initial gameplay greybox for your approval before starting the art pass.
We use tools like SpeedTree to create optimized, stylized, or photorealistic foliage. We then utilize engine-specific foliage scattering tools to paint dense forests or overgrown ruins efficiently without tanking performance.