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Learn: The Profession of a 3D Artist
Learn MoreHow to create a captivating game location? We turned to professionals in the field of level design, 3D art, and game design to find out their opinion. As a result, we've compiled six essays full of practical advice for those looking to delve deeper into level design. These recommendations will help you understand how to create a unique atmosphere and make a location truly immersive for players.
This material is the first part of a series dedicated to the secrets of game level development. In this article, Maria Oblozhko, a 3D artist who worked on the game One Day More, shares her knowledge and experience.
Maria Oblozhko
My name is Masha, I'm a 3D artist and an aspiring level designer. In our studio, we have a principle: "If you don't know how, then learn." This means that when faced with a new task, regardless of its complexity, we have the opportunity to develop and master unfamiliar areas. This is what happened in my case. I was faced with a task I hadn't tackled before, and it inspired me to grow professionally and delve into new aspects of design.
One Day More was in the early stages of development. Locations were created using cubic shapes, and the character moved in T-stances, without animation. Most of the levels had conceptual development, and all that remained was to begin their implementation.
The fourth level raises many questions and difficulties. Many don't know where to start, what to focus on, and what exactly to include in this stage. Only the storyline is known. The fourth level reveals a part of the story in which the main character, Hannah, creates a song. She dreams of performing at a concert with her friends. This level offers a unique opportunity to immerse herself in the creative process and understand the importance of friends' support in realizing a dream.
Work began with a completely abstract level, after the first prototype was ready. This prototype lacked gameplay mechanics and clear gameplay, and the beautiful environments failed to hold the player's interest. At this stage, the player could only move forward, left, and right, enjoying the background music. We later tried introducing objects into the game world, but this didn't solve the problem of lack of engagement. As a result, we decided to completely rework the level to create a more immersive gaming experience.

Creating a level in Unreal Engine can be a daunting experience, especially when you're faced with a blank scene and a ton of vague ideas. The first step to a successful project is finding reference. This will help you form a clear vision of your desired outcome and inspire you to move forward. Explore various sources, such as concept art, games with similar themes, and visual assets, to get a sense of how your level elements should look. Well-chosen reference will help you structure your ideas and speed up the development process.
The music creation process can be thought of as a fascinating journey where ideas become living entities. It's important to create a space where the player feels like they're inside the composer's mind. This requires deep thought. After intensive discussions, we began developing a new prototype: the game designers worked on the gameplay mechanics, the composer searched for suitable sound solutions, and I, as a designer, focused on visualization.
I created a series of mood boards reflecting the level's atmosphere and its architectural features. At this stage, the idea arose to stylize the level as a sound recording program. Our composer developed several sketches depicting MIDI "bars" levitating in the empty space of the level, creating the feeling that Hannah was moving inside the sound software. Later, she added elements of a DJ console: knobs, faders, and pads, which enhances the musical theme of the level and immerses the player in the world of sound.

After some time, a new prototype was ready. We clearly understood what needed to be done, where to go, and what to pay attention to. The idea of adding puzzle elements emerged. At this stage, the game transformed into a runner: the player needed to constantly move forward, simultaneously solving riddles and clearing the path. The game concept was based on continuous movement, which symbolized the flow of thoughts that arise during the process of creating music.
We enthusiastically presented the prototype to our colleagues and watched with bated breath as they tested it. However, judging by their reactions, it was clear that the project did not spark their interest. Boring and simple riddles, mediocre graphics—none of this motivated them to complete the game. Don't think that my colleagues were negative; they are actually kind and helpful people.
It's difficult to work when thoughts about nothing being successful pop into your head. Nothing I create is engaging, the gameplay isn't engaging, and the level isn't built from a series of successful elements that break the flow. It's important to accept this state, return to an empty scene, and refocus on the process. It takes patience and persistence to find inspiration and create something truly captivating.
The development process significantly contributes to growth and development. It often becomes necessary to rework various elements, whether it's a game, a cartoon, a character, or other aspects. Testing and evaluating completed work is a difficult but critical step in creating a high-quality product. It's important to be able to look at your work from a different perspective, which allows you to gain a fresh perspective and make necessary adjustments. Receiving and analyzing constructive criticism are important steps on the path to improvement. For example, this essay went through several iterations, highlighting the importance of the editing and refinement process.
At the time, many projects were in progress, and the shortage of specialists was acute. As a result, the level designer took on additional game design responsibilities. This was not easy, but the challenge proved exciting. Having no experience in this field, I asked myself: what can I offer the game?
I began creating new mood boards and developing another prototype. This time, I used 3D software, as working with physics and logic in Unreal Engine was challenging for me at the time. I based it on a rejected level proposal from colleagues and tried to make changes based on their feedback, while still sticking to the original idea, which I still liked.
Working with the composer, we developed a new concept, abandoning the traditional approach to space and simulating a sound program. Instead, we retained elements of a DJ booth and incorporated abstract forms of musical instruments, organically integrated into the mysterious elements. This will create a unique atmosphere and draw attention to the art of music, opening new horizons for the perception of sound.

The long-awaited "approval" has finally arrived! I transfer the prototype to the game engine and turn to the game design team for help with fine-tuning the technical details. I begin testing and discover a few tweaks are needed. Don't despair, we continue working, making changes, and testing again. This process is repeated several times, but it is the key to a successful game, as I already mentioned.
During development, it was decided to replace most of the puzzles I created with more interesting and original options or modify existing ones. Nevertheless, I still feel proud of the small number of puzzles that remained unchanged and made it into the release version of the game.
During the level's development, significant work was done on integrating sound and gameplay, which is critical to creating an immersive atmosphere. Since the location is heavily tied to the music, our team developed unique portals. By passing through these portals, the heroine Hannah activates a sound wave that spreads throughout the level, causing objects to bounce. These portals also serve as an important achievement for Hannah. By crossing them, she not only triggers a sound wave but also activates a new sound loop in the soundtrack, adding drums, violin, and melody. This approach not only enriches the gameplay but also makes interaction with the environment more dynamic and engaging.
The game features approximately 15 portals, each creating a unique atmosphere. At the beginning, the player is surrounded only by ambient music—a soundscape that sets the right mood. However, when Hannah passes through the final portal, the music begins to form into a complete version. At this moment, the player hears for the first time the song the protagonist composed for her performance in its entirety. This musical accompaniment not only emphasizes the emotional component of the game, but also serves as an important element of the narrative, revealing the inner world of the character.

The result is an abstract level created from elements of a DJ booth and fragments of musical instrument sounds, which gradually builds to form the final composition. The initial part of the level symbolizes a "blank slate," and as the player progresses, more and more details begin to appear on this "slate." The adventure concludes in a location inspired by the city of Santorini in Greece. Thus, we move from complete abstraction to a world closer to realistic perception.
The secret to successful level design lies in finding inspiration, rethinking ideas, and using references. These three aspects play a key role in creating a high-quality gaming experience. It's important to explore different approaches and concepts to improve your skills and create unique and engaging levels. Understanding and analyzing successful examples will help you avoid common mistakes and significantly improve your design.
It's important to remember that reworking your finished work is key, even if everything appears flawless at first glance. Find inspiration, gather a variety of references, and try implementing some of them for testing. Then, select the most successful options and refine them until the final result. Creating a high-quality design is not just a skill, but the result of a long and thorough search.
- One Day More page on Steam
- One Day More group on VKontakte

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Releasing a game on VK Play: pros and cons, as demonstrated by the experience of Watt Studio, the developers of One Day More
Releasing a game on the VK Play platform has its advantages and disadvantages, as demonstrated by the experience of the Watt Studio team, the creators of the popular game One Day More.
Among the advantages is the wide audience that actively uses VK Play, which creates opportunities for quick user acquisition. The platform offers built-in promotion tools, which can significantly simplify the marketing process. Also worth noting is the presence of a monetization system that allows developers to generate income from their projects.
However, there are also disadvantages. Competition on the platform is quite high, requiring developers to deliver high-quality work. Functionality limitations and content requirements may hinder the implementation of some ideas. It is also worth considering that the VK Play audience may have specific preferences, which requires adapting the game to these expectations.
Thus, Watt Studio's experience shows that releasing a game on VK Play can be a successful step if you correctly evaluate all the pros and cons, and adapt the product to the requirements of the platform and user preferences.
Profession 3D Artist
This course will teach you Autodesk Maya, Blender, Houdini, Substance Painter, and Photoshop from scratch to a professional level. Learn 3D modeling and add more than 20 practical works to your portfolio, and become a sought-after 3D artist. In a year, you will master a profession in demand in the film and gaming industries. Pictured: work by course participant Dmitry Danilov.
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