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Frits de Laat

Level designer

About the Dishonored Blockout

This self-study was done on the first half of the mission High Overseer Campbell from Dishonored. The goal of this blockout was to recreate a section of an existing game to scale from reference, as well as create a level design analysis and breakdown of the level as a stretchgoal.

Scale to reference
A no clip fly tool was used to get a multitude of screenshots from the level to gain an understanding of the scale and layout.

Unreal BSP tool
Assets were made within unreal with its BSP tool. The goal was to create the blockout as efficient as possible with the least amount of assets, reusing assets wherever possible.

The blockout

In-game references

  • To gather images for scale and reference, I used a no clip tool with which I could fly around freely within the level.

  • 100+ images were made gathering all details and overhead layout.

Setting the scale & layout

  • Using the default Unreal character and reference screenshots, I worked out a couple of the assets and started from there.

  • I recreated a more detailed version of the first section to refine scale, to then block out the remaining layout of the entire level.

Adding details

  • When the layout was done, it was time to start adding in the details, such as gameplay paths, sightline blockers and general geometry.

  • Guard and NPC locations were also added.

  • A simple version of blink was prototyped to test gameplay within the blockout.

  • A basic lighting pass was done to build the atmosphere.

Tools

Assets

  • The Unreal Engine BSP tool was used to block out the level.

  • Unique assets were made with BSP as well, being converted into static meshes for ease of use.
     

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Spline meshes

  • Some of the meshes needed multiple shapes and sizes.

  • These assets would be converted to spline meshes within blueprints for ease of use and quick blockout efficiency.

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More coming soon!

Frits de Laat

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