I built a lightweight, web-based 3D Level Designer Toolkit for myself. Is this something the community would actually use?
Game development · 0.85
Summary · qwen2.5:32b
A game artist/designer developed a lightweight, web-based 3D Level Designer Toolkit aimed at rapid level prototyping with features like dual viewports and non-destructive modeling. The creator seeks community feedback to determine if there is sufficient demand to further develop and publicly release the toolkit. A key feature is its capability for seamless export into popular game engines or 3D software, facilitating a streamlined workflow for designers.
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Personal project for level design efficiency
Excerpt
<!-- SC_OFF --><div class="md"><p>Hi everyone,</p> <p>I’m a game artist / designer and while working on my personal projects, I realized I was spending way too much time on level blockouts. Traditional game engines or heavy 3D software like Maya and Blender are fantastic, but their tools aren’t strictly optimized for <em>rapid</em> level prototyping.</p> <p>To solve my own frustration, I built a custom <strong>3D Level Design Toolkit</strong>. Because it’s a web app, it’s incredibly lightweight, and I can work on my layouts from literally anywhere without needing a beefy rig. My ultimate goal is to build a completely noob-friendly app that anyone can use easily, without needing any prior knowledge of 3D modeling.</p> <p>It has been a massive timesaver for me, but I’m at a crossroads. I’m not sure if there’s a real demand for a tool like this outside of my own workflow. I’m writing this post to gauge your interest: <strong>If this is something the community needs, I’m willing to commit serious time to develop it further and release it publicly for everyone.</strong></p> <p>Here are a few core features I’ve implemented so far:</p> <ul> <li><strong>Rapid Prototyping:</strong> Built-in tools designed specifically to let you block out levels in minutes.</li> <li><strong>Dual Viewports:</strong> Both 2D and 3D views for intuitive layout planning.</li> <li><strong>Non-Destructive Modeling:</strong> A complete non-destructive workflow so you can tweak, iterate, and change shapes on the fly without ruining your progress.</li> <li><strong>Easy Export:</strong> You can seamlessly export your meshes directly into your favorite game engine or 3D software.</li> </ul> <p>What do you guys think? Would a web-based, rapid blockout tool fit into your current workflow, or do you prefer sticking entirely to your engine's native tools?</p> <p>I’d love to hear your honest feedback, feature suggestions, or thoughts!</p> <p>Quick Demo: <a href="https://www.youtube.com/watch?v=2o2najQNruc">https://www.youtube.com/watch?v=2o2najQNruc</a></p> </div><!-- SC_ON -->   submitted by   <a href="https://www.reddit.com/user/Rayleart"> /u/Rayleart </a> <br /> <span><a href="https://www.reddit.com/r/gamedev/comments/1uor82l/i_built_a_lightweight_webbased_3d_level_designer/">[link]</a></span>   <span><a href="https://www.reddit.com/r/gamedev/comments/1uor82l/i_built_a_lightweight_webbased_3d_level_designer/">[comments]</a></span>