Unreal Level Design Tutorial

Ian MacGillivray


Making the tower:

Here we're going to create a tower for the corner of our castle, with a futuristic lift to the top. We'll race through the bits you should know from the 'making the castle' tutorial, but I'll explain anything new in a bit more detail.

1. The Workroom

2. The Tower

3. The Roof

We don't want players seeing out of the top of the tower, and they need somewhere to stand. In addition, we'll add a little design to the edges of the tower, as found on most old castles for the defenders' protection.

Making the roof

Trimming the sides


Please excuse the old texture showing on this screenshot :)

4. The Wheel

Going right through and over our tower will be an impressive looking wheel, with a fun effect in its middle. This gives the whole scene a bit more character, and takes us away from just building a boring castle. We'll make a design in the 2D editor, and then extrude it into a wheel for our tower.

2D Design

For those of you who wish to skip this step, there's a premade arch2d.2ds file you can open in the editor and then extrude (the final step below).

Placing & Texturing

Exit the 2D Editor now, you should have a fairly complex looking active brush waiting for you - let's put that into something solid now.

Here's what you should end up with:

5. The Floors & Stairs

In our rush to get an impressive looking rooftop, we've neglected some basics. There's not even a floor in the tower, let alone any way to get up to our magnificent roof. Here we'll give players some floors to stand on, and some stairs connecting them. We're going to make a curved staircase, winding around a fun looking centrepiece. You can have a lot of fun with this paradigm, so try different centrepieces to see what you like.

A floor

Centrepiece & Stairs

Yours might not look quite this nice by now, but don't worry, we'll be coming back and doing more later.

Before we continue with the centrepiece, we need the stairs, you'll see why shortly.

And, back to the centrepiece - we're going to extrude the sides 'through' the stairs for a cool effect.

More floors

We're going to have a mezzanine coming off the staircase for the players to run around. We won't do much else with this, but it give a bit more flexibility for future expansion, and makes the room a bit more even.

From here on, you'll need to zoom in and out quite a lot - you need to make sure you brush remains perfectly flush with the sides of the tower, and also be able to place it very precisely along the Z axis. Be careful and check often - you won't notice any mistakes until the very end. Here's what you should see after your first de-intersection (the next step):

Viewed from above, your tower should now look something like this:

6. The Lift

We're going to have a pretty basic lift to take players up to the top of the tower and back down again.

Cutting some space

Making the lift

You should be used to movers after the castle, we'll be a bit clever with the triggering to make sure the lift stays up after a player has used it. This wouldn't be too useful for a multiplayer game (some 'lift call' buttons at the top and bottom would work there) but we've only got one player, so this should be fine. Also, interestingly, players can reverse the lift simply by jumping, which is a nice touch.

Animating the lift

A Spotlight

The last thing I'd like for us to do here is have a really cool spotlight coming straight down that lift shaft. There'll be some lighting in the tower anyway, and natural lighting from the outside, so we'll have this light coming down from the top of our mystical looking wheel. As usual though, we're going to have to fake the effect - but that's ok.

Finally...

We're done! Add in some very small lights (I used lightbrightness: 32) around the sides to give a bit of a glow, but remember that most of the lighting here should be coming from our array of spotlights. Place a player start point and have fun.