Nice work and really well done. The sounds and music really made this. Felt like a real story. Have you any intentions of trying this with a realistic environment and Metahumans? That would be epic. Gave you a sub. Keep 'em coming.
Amazing work!! The level of detail in your blockout is astonishing. Did you model your assets or did you have access to a certain library of proxy ones? Keep up the great work!
Thank you very much! 🙏Most of the assets are blockout prototypes I found in the marketplace, and the rest are primitive shapes (like the buildings at the beginning, for example) from UE5. I put a list of the assets I used in the description section. I was going to model some simple assets but didn't had the time.
Hey man the level looks great I'm doing something quite similar for my final project and I was wondering how you got those voice lines did you use some sort of AI Voice Acting software
Thanks for watching the video and leaving a comment! Yes, I used ElevenLabs for the voice lines. You can write the dialogue there, export the WAV file to Unreal, and set up triggers around the map to activate the dialogues at specific moments.
Hey man incredible iwals work , I'm also working on iwals constantly figuring out all the uncharted like game mechanics , in that way I'm stuck with the cut scenes and dialogue with subtitles if you could teach me how to do it or guide me it will be great full ❤️🙂
Thank you very much! If there's one thing I learned through this course, it's that IWALS is no easy task. So, it took me some time to learn a bit about the system and implement everything. For the dialogues, I used the UE5 native dialogue system, which is very simple to use. All you need is the audio file, and you can set it as a subtitle. As for the cutscenes, I implemented trigger boxes across the level. When the player collides with them, a Sequencer plays on the screen. I did everything directly from there, keyframe by keyframe, including the fade-in, character movement, animations, camera transitions, SFX, etc. There are multiple tutorials on UA-cam that explain this very well, and with a bit of practice, you can implement something very cool. Additionally, IWALS offers multiple character animations that you can use in the Sequencer. I hope this has helped! 🙂
Hi by chance your portfolio was exposed to me as an algorithm I am an aspiring Korean level designer could you share your materials where did you get them😮
It took me approximately 14 days. One week to design the environment, combat encounters, audio implementation, and some of the trigger events. Then another week for polish, and add the Sequencer cinematics.
procedural animations , sick
Really well done! It's obvious you put a ton of effort into this
Thank you! That really means a lot 🙌🏻. I do have other level design videos and tutorials in my channel if you want to check them out.
Damn, I really like how you explain and your awesome design
im using iwals for my game too...and its ssssoooo effective..u cant go wrong with it...
i cant wait to see it with real gfx...well done..
Thanks for doing this. I’m a visual learner and this helps so much 😊
Awesome! I have other level design videos and tutorials on my channel if you’d like to check them out. 🙌🏻
Looks so awesome! That was a lot of work, I'm sure of it!
Cool!
Thank you!
This is incredible
Thank you! That really means a lot 🙌🏻. I do have other level design videos and tutorials in my channel if you want to check them out.
Amazing
Thank you!
technically very good
Thank you! That really means a lot to me 🙌
This is amazing
Thank you!
Una maravilla
¡Muchas gracias! 🙌🏻
Well done! I just started working with Jakub's expanded ALS-Version and it's cool to see how you utilized the systems in your level design :)
Yes.. it's jakubw
This is cool
Thank you!
Nice work and really well done. The sounds and music really made this. Felt like a real story. Have you any intentions of trying this with a realistic environment and Metahumans? That would be epic. Gave you a sub. Keep 'em coming.
Hey, it’s really nice. Cool project.
hi! your progress is so nice!
Thank you! 🙌🏻
cool bro. It's level design bestt!!!!!!!!!!!!!!
what a beutiful work 😍 This is incredible already.
Thank you! That really means a lot 🙏🏻
What character model is this called?
This was IWALS by Jakub W
Amazing work!! The level of detail in your blockout is astonishing. Did you model your assets or did you have access to a certain library of proxy ones? Keep up the great work!
Thank you very much! 🙏Most of the assets are blockout prototypes I found in the marketplace, and the rest are primitive shapes (like the buildings at the beginning, for example) from UE5. I put a list of the assets I used in the description section. I was going to model some simple assets but didn't had the time.
Could you hsare what toolkit and assets you used to make this blockout? It looks awesome!
Thank you! I do have the list of the assets used in the description.
Hey man the level looks great I'm doing something quite similar for my final project and I was wondering how you got those voice lines did you use some sort of AI Voice Acting software
Thanks for watching the video and leaving a comment! Yes, I used ElevenLabs for the voice lines. You can write the dialogue there, export the WAV file to Unreal, and set up triggers around the map to activate the dialogues at specific moments.
how you make voice like Nathan Drake ?
I used the Eleven Labs website to get the voice.
wow do you make it your self ? can you get it somewhere I need this for my unreal project can I downloading this (it looks amazing )
yes
Hey man incredible iwals work , I'm also working on iwals constantly figuring out all the uncharted like game mechanics , in that way I'm stuck with the cut scenes and dialogue with subtitles if you could teach me how to do it or guide me it will be great full ❤️🙂
Thank you very much! If there's one thing I learned through this course, it's that IWALS is no easy task. So, it took me some time to learn a bit about the system and implement everything. For the dialogues, I used the UE5 native dialogue system, which is very simple to use. All you need is the audio file, and you can set it as a subtitle. As for the cutscenes, I implemented trigger boxes across the level. When the player collides with them, a Sequencer plays on the screen. I did everything directly from there, keyframe by keyframe, including the fade-in, character movement, animations, camera transitions, SFX, etc. There are multiple tutorials on UA-cam that explain this very well, and with a bit of practice, you can implement something very cool. Additionally, IWALS offers multiple character animations that you can use in the Sequencer. I hope this has helped! 🙂
Tutorial ?
você é foda
Do it playable demo
Do u need to generate collision boxes after laying out the scene?
Hpow did you take this course???
It's a course called "Level Design For Games" by CG Master Academy. Great learning experience.
Hi by chance your portfolio was exposed to me as an algorithm I am an aspiring Korean level designer could you share your materials where did you get them😮
this would have took months to make.....
It took me approximately 14 days. One week to design the environment, combat encounters, audio implementation, and some of the trigger events. Then another week for polish, and add the Sequencer cinematics.
@@gd_fuentes
awesome!!