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Creating worlds: how developers make game locations. Part 2

  • [p]Read part 1 for insights into the logic behind creating the locations.[/p]
[h2]Level design: the foundation of any location[/h2][p]Location design begins with gathering and organizing hundreds of reference images: from historical photographs to concept art from other games. Based on these, a 2D map of the level is created. NCORE developers follow the rule of making 2–3 variations to find the most interesting idea. [/p][p][/p][p]The approved map is then transferred into Unreal Engine 5, where a rough blockout (a gray-box version with basic geometry) is built. Next, all objects are aligned with unified gameplay metrics to ensure balance between players: standardized doorways, cover sizes, and more, along with the addition of interactive elements. In NCORE, these include jump pads (that launch players upward), ziplines, explosive barrels, and others. Developers use several tools when working with blockouts:[/p]
  • [p]Grid materials — help keep proportions consistent without being distracted by textures;[/p]
  • [p]Collision validator — highlights spots where players might get stuck;[/p]
  • [p]Prefab templates — standard-sized doors, ladders, and cover for quick prototyping.[/p]
[p]One of the most challenging aspects of level design is balancing gameplay features with the game’s round-based format. NCORE uses 5-minute rounds. Within that time, players must be able to travel across several hexes, while each hex’s structure must allow for full clearance. Since players can enter and exit any hex from any side, no single battlefront is formed. To keep navigation clear, developers add orientation aids:[/p]
  • [p]Hero objects at the center of a hex — large, easily visible structures that act as global landmarks;[/p]
  • [p]Logical zoning to help players plan routes and remember which area leads where.[/p]
[p]It’s also important to avoid overloading a level with too many small details, which can make navigation harder. To prevent this, level designers set guidelines for the art team — for example, how trees, grass, and other elements should look and where they should be placed.[/p][p]Level design is the foundation upon which every location is built. At this stage, developers define the structure of the level, place key interaction points, plan mechanics, and balance difficulty to create an engaging and logical gameplay experience. Designers treat the map as a “skeleton”: plotting routes, combat areas, and exploration zones, all while considering how players will move and perceive the space. Level design determines whether the map feels intuitive, dynamic, and aligned with the game’s vision. Without it, a location risks becoming just a pretty backdrop with no tactical or emotional engagement.[/p][hr][/hr][p]So much attention going into the levels! In the next part, we’ll turn our attention to the artistic side of things.[/p]