Jeroen van Werkhoven

@jvanwerkhoven.bsky.social

Principal Level Designer at Red Hook Before: New World Interactive, Interwavestudios

Wild what Ubisoft Games is doing, ranking their studios.. This won't help team morale in an already uncertain time with layoffs, cancellations and RTO. I feel sorry for the developers there that somehow need to stay creative in all of this.

I still see a lot of game devs building the tutorial as the very first level. It's in most cases better to create it as one of the last. You only really know what the player needs to learn once the game has taken shape, and tutorials tend to break the moment features change or get cut. #leveldesign

If you think you know how a game was made because of an article/interview/documentary with the studio or execs... You don't. The bigger the studio, the more likely the truth has been distorted/sanitized. If you want the truth, talk to devs. In private. #gamedev

Quick tip for UE4/UE5: Use Simulate Physics + Simulate Mode to place props more realistically and efficiently. Let them drop into place, then copy/paste them into your level. Just don’t forget to turn off Simulate Physics and reset Collision Presets when you're happy with the result! #leveldesign

I’m excited to announce that due to popular demand, we will release the full animatic of Flow aka Float aka the Crazy Frog Edition. Instead of using storyboards, all the scenes are designed directly in 3D. Everything was made in Blender and rendered in EEVEE.