The Best of Blocktober: 2019

October. It’s a great month for many reasons – an extra hour of sleep when the clocks go back, trick or treating, and pumpkin spice beverages a go-go. On Twitter, it’s great for another reason. Level designers on games big, small, and everywhere in-between begin to show off what their creations looked like before the artists came in and took the clever and made it all pretty. It’s a great chance to look at how some of your favourite games are made and get a real sense of how much is taken for granted as these designers meticulously build and ‘block’ out the levels.

Blocktober is a companion trend to Inktober (where artists show off daily sketches to celebrate all things hand-draw) and highlights that there’s no less artistry involved when designing virtual landscapes.

Once again, the range of talent exhibited by level designers using SketchUp for Blocktober bowled us over. As an aside, the community these designers have are among the most supportive, collaborative, and fun out there! Here’s a few of our favourites.

Scott Hamilton @SHGameDesign. Level design for Doom using SketchUp
@Devrimonn SketchUp blockout
@Devrimon The final version
Kat @welkin_jk – SketchUp level concepts
Radu Tanasie @radu_tanasie using SketchUp to document outposts from his FC5 Arcade level
Radu Tanasie @radu_tanasie
Sam van Engelen @EngelenSem. SketchUp blockout
Sam van Engelen @EngelenSem. Blockout in Unreal Engine
SketchUp blockout by Miguel Delgado @migdelram
A rough layout of a shooter level in SketchUp by Han Liu @matrixman_17
Cyberpunk Chongqing referece @matrixman_17
Initial SketchUp blockout design. Feiko van Dijk @FeikovanDijk
A CTF level for for Unreal Tournament – @FeikovanDijk

To view more work from level designers participating in Blocktober, visit the official Twitter account – @BlocktoberLD