Hey everyone, it's october, it's blocktober, and there's no better way to start this and discuss this by showing off the ld kit, as a request by many of you.
Best practices advice, tips and how to make sure that your blockout stands out the best and to get best of your work from the level design kit.
So, without further ado, let's go straight into this.
Hey everyone, I hope you're well.
Planning on making the games that you all love.
You're joining me, your host, Lead Level Designer Max Pears.
Now, if you are listening to this from the audio version, I do recommend that you switch on over to that of the videos over on YouTube, just to make sure that you get the best out of this, okay.
We'll be discussing mainly, as I mentioned, the level design kit.
This is more of an additional tutorialization.
I've seen a few people asking me more about it, wanting to understand it more and also again, how to best get the most out of this kit.
So I'm going to do that kind of a deep dive into this kind of talking more about where it stands, what it is, that we are using it best for, and kind of some elements where you can start to understand and get ready to set up to whatever you're blocking out.
Now, as I mentioned, this is the month of October 2025 and it's crazy how quick this year has gone, but the great news for this is it's October.
So many people are showing off some incredible work, whether that be professional or something that you're doing in your own time myself included, and I really wanted to talk about that of the level design kit.
Many of you know, some of them may not, we created a level design kit exactly for this reason.
To allow you to craft incredible levels using and making a kit that I personally wanted to use for myself.
But I thought this would be something better served for others.
We've been updating it for, I can't remember, released in November.
So we've been releasing updates.
I think the last one came through September.
So this is also a chance for many of you is also known if any feedback we get, whether that be online on through. the social medias or online on the reviews we do address this we do update this as best that we can okay i really want to again share that with all of you because it's important and hopefully you'll feel that uh what's the word i'm looking for you're heard and that this is a constant ever evolving project it is very different and has improved a lot in my opinion from where we were when we launched all the way back in November last year so we're gonna quickly share the screen now so get ready for my famous transition here here we go all right so here is the level design kit there'll be a link to it down below if you haven't got it if you're interested all of this we've been very fortunate 14 ratings getting 4.5 overall which is great see again we're constantly trying to look to improve this and this here is a great kit that you can add to any project that was a really big thing for me is all about the addition here so once you bought it once you've installed it you can then head over to that of your epic games get ready to open create project whatever you prefer and as i mentioned you can see all the stuff that i've got here and where is mine here it is you can add this to any project that you have right so just keep that in mind you don't create anything new it really is for you as a designer as a developer to add this to when you see fit and the really important thing here is this can be added to multitudes of projects right so it doesn't just need to match any kind of certain aspect any certain style of game you add this and it will help whatever it is that you're creating and I think that's very important for all of us to understand now I'm going to show you through a bit of a demo in the previous demo we actually had uh it working with the als we've had it working with first person it's even being used in my god of war level as well so you can see that again it's been used in different ways now i'm going to use the examples we go through this using this shooter pack which is let me find that one so you're all aware of this so i can distinguish what is level design kit and also what is the first-person shooter pack and It's the low poly shooter pack, right?
You can again use it with whatever, but this is the one that I'll be using to demonstrate now.
I've asked, seen people ask questions of Okay, is it?
How do I get all the character movement stuff?
It doesn't include that.
I want to make that absolutely clear.
It's an addition to that of your project and it doesn't come with any character controller, just like it would be that in any professional situation.
It's up to you to create whatever style of game you're after.
Mine is again, as I mentioned, an addition for us to be able to go through and run around, so we'll go take a look at what we have.
So, once you've installed it into your project, you just go to the level design kit and then we head over to maps and we do the level design kit demo.
Okay, inside here you'll see everything that the kit has to offer, all right, showing you off what you can use, how best to use it and kind of what it is that we intend the use of all of these to be for.
All right, so let's full screen this.
So in here you have a plethora of things to take a look at.
One of the main things is obviously that of the pieces itself.
Some of you may not have experience in terms of kit pieces.
Some of you may design in different ways, so what I want to break down is kind of how the kit pieces work right.
These kit pieces imagine them, that of Lego pieces that we snap together to go start making that of our levels.
There's many different ways that we can do this and there's different ways that other designers go through and design, so we'll talk about how we facilitate that as well.
We also have that of our assets and props.
These are here to help sell again what is your vision, kind of how you imagine the area, kind of looking whether that be some sort of environment out in nature maybe it's in that of a city, small things like that that help just add a bit more vision and clarity to your vision.
We have gameplay props now.
These are different, just a reminder, but props that help again sell what a space might be from that of cover kind of walk throughs.
Then we have stuff for players to climb on, disposables enemies to place all of these throwable items, etc.
We also have some dev tools to help again make things a bit clearer and help speed up your block outs.
Right, we can have post-it notes you can grab, add and say what it is.
So if you're working with multiple people on one project well, you can add little notes to help make clear what it is, what stage it's at, what's outdated, what maybe needs to be improved upon.
We also have that of these rulers.
Just really smart dude, like Jesus.
Pleasure to work with him.
We create these small rulers, emulates like this, but to the metrics we were using.
And we could instantly understand from artists to me okay, what it is that we need to match that of the gameplay to level design.
So you can quickly drag these in. to your space and measure okay well we need three meters for that of the cover right does it match that okay there's enough space between that maybe we want the player to squeeze through so now we need to measure up to here and then interactions how far can we be different heights again we have them either combined into one or broken up individually these small things again just plop it in your level and it can help instantly there We also have something where you may be signifying well the player needs to be jumping across we don't have the jump mechanic in yet but we can place down these arrows indicating drop downs, high jumps, small jumps or vaults all of that there across for you to use.
Not only do we have this but we also have blueprints right. really important thing that i think especially aspiring level designers or developers that we get lost in is we get lost in that like it needs to be beautiful when we get the gameplay in like oh my god if it doesn't have all these extra animations if it doesn't have the full fluidity and polish on the mechanic well it's not good enough but actually we can.
One of the things that I think I did make clear when we talked about the LD kit before is by getting this.
How do I say?
Getting this kit helps you take your work up to what we deem in that professional terminology L1.
There are four stages in total of level development.
L0, which is just the block out of a space, which would just be us putting these assets together.
Then we have L1 where things are functional but they don't look the best.
Then we have L2 where we actually have that of the art now in the level.
Maybe the gameplay looks slightly better.
And L3 is kind of the final stage where we have all final assets, gameplay and that of art in.
And everything just works amazing.
And we're polishing that up.
So here it helps you get straight into L1.
From that of what we want with lifts, again I will go through and play these so you can see them.
But all of these are in the LD gym.
And I give kind of descriptions, kind of how we use them, etc.
Other LD tools we have is, some of you may have heard the terminology of Golden Path.
That's where we want players to go.
That is the main route players need to take in order to finish the mission.
So you can select these door frames, whether you're single, double, windows, however you want.
And we can signal in our blockout, okay, And what is the importance of this?
Golden path.
It's now a side path, so there might be an area that we find loot, something like that, or it's locked completely.
By having this kind of instant visual language, both you and that of when you're setting up for testing can instantly understand what is the importance.
Give information to those maybe working alongside you who haven't played the level, but we can give them clear information right off the bat.
We have other aspects, such as basic kind of.
When I say basic, I'm talking about universal mechanics that we see across most video games in their basic form.
Right from this of a security camera, we can choose if it's stationary, meaning that it doesn't rotate at all, or it does.
If it does, well then What's the angle it works at.
Can we turn it off with a power button?
And elements all like this here.
We have squeeze throughs where we slow down the players that come through.
We have other aspects such as these notepads, which we can write like this.
I am here across and then update the text.
Fix art.
Broken block so you can start to leave messages across and place through and update them with how you believe is the best way to do that right.
All of this again we have things that we can pretend to use for the vaults sorry, swinging poles doors locks, power buttons, all of these.
We have collapsing tunnels again.
We'll move them across, draw bridges, falling rocks, different elements we can pick up locked, locked boxes Ropes ladders, simple things like this.
We even have locked doors, whether that be via a power button or for going to find the lock and key.
All of this is here to help you sell your space instantly, right?
We see a lot, especially when we talk about Blocktober.
We're seeing a lot of people just show that of the blockout, which is great.
But, as we talked about, as you progress through, you're going to want to actually show how the players interact with that space.
How does the gameplay shape and mold the area around it?
So by having these kind of placeholder aspects, you can instantly experience it quicker and quicker and quicker.
We also have that of basic enemies, whether we want that in a fantasy world or that in a more kind of modern shooter-esque.
Now, these don't move around or have proper AI functionality, but what I used to do when I was getting into the industry is I just put down a red cube indicating that of where the enemy position may be.
But with this now we have a few other aspects where we have a drop down so you can tell what type of enemy you want.
Maybe we want a pistol, maybe then we want a shotgunner, maybe we want a sniper or a minigunner.
Same with our fantasy, we just have that basic knight but now we have a brute.
And then we have a wizard or an archer.
Again, all of these to represent what kind of enemy compositions you imagine.
Do you imagine the player mixing it up with maybe a mini-boss?
Or do we have it where there is elevation where the archers rain down arrows on the player?
And we have basic things where depending which type you choose...
If you walk into these volumes.
They start shooting at the player.
So minigun will go.
Pistol will shoot.
And they change that of the life.
You can change the damage depending on what you shoot.
And then they will fire simple bullets that don't do damage.
But again just represent how do we imagine the combat going.
If they've got melee weapons they won't shoot at all.
Maybe you want to have some interactions.
Well great news we have some of that there.
Where again you type in something like shots.
And then we do buy item.
And each time the player overlaps with the volume, then the text will appear.
It's things like this, right?
Where, again, it starts to kind of bring life to the world that we have.
Random NPCs as well.
All of this here again, these are simple blueprints to help sell the space.
You can go make your own by using these meshes however you deem fit, but all of these are here to help you get an instant look at it.
So, with all of this said, we're going to use the controller that's provided by this project the low poly first person shooter and we're going to go through and kind of snap things together, create a small space and then go look at some of these blueprints and how best to use them.
Okay, so let's go recent level now.
In total, we have over 400 assets for you to use.
Again, you can combine them with whatever setup you have, whether that be all from the ground up that you've built or you using a template kit like the one I am using here.
So if we just play from here, we're just going to select that weapon spawn in.
So we have a mix of assets in here.
We have that of our low poly shooter aspects, especially what it is with the controller, and then we have some of mine that we'll talk about here.
But we talked about this NPC here, kind of giving us quests, maybe adding fake dialogue.
So we come over, kill all, help enemies on the way, protect us, right?
So we've got aspects here.
Again, disappears, but we can instantly see, oh, okay. getting information we are having dialogue we can swap this placeholder character that we've made out with maybe something you have that you want to build out we have all these different meshes of the enemies etc etc we have our lift here and if i press e on it you can see arrow comes shows itself and it raises us up e again and then it lowers us down here right so some simple functionality that allows you to quickly drag and drop instead of just being, oh, okay, then there's the lift.
It's instantly here, right?
All of this.
We've got other aspects going on.
So let's kind of go through and start to create a small space.
Now these here are, if I, from the LDKit, browse to asset.
We talked about the architecture before this.
Here is all the architecture that we need.
Now some of you again may be asking why is it divided into all these pieces?
Right, it's to help with metrics.
Okay, when you're building out a level professionally, we have metrics to best use and facilitate the gameplay.
Right, like that means we need enough space for players and enemies maybe not to hit or bump into each other.
Think of mario's jump.
How far that is.
So designers need to understand each distance by having these written down, and we normally do it in meters professionally.
It instantly helps people go okay well, i'm building out this space.
Does it match it?
Have i not got enough space?
And all of us can instantly see here and go well, hold on One two three four, five.
Okay, there's enough space here.
Or if it's down to two, well, hold on, we need more.
And that kind of comes into that of the, how do I say, where is it?
The rule that we talked about.
Here it is.
Where we can just grab this, plop it down and then start to measure and go okay well, hold on the cover buffer.
We all agreed is three meters, but there's only two meters here right, so now we probably need to move it here.
There's only two meters, so it doesn't we need to add additional ones.
By having these here, we can start to measure and make sure everything fits together.
Right, so we'll build a quick space up here out of the way, try this, and we can just see kind of stuff that we can do.
Now, what helps with all of these, especially when you're building metrics, is that of the grid snapping value.
Right.
Just so again, people may not know this, but it's normally 100 units on real units to one meter.
All right.
Now we have lines on ours.
Each one you see different.
There are different.
How do I say kits out there that show different measurements?
Now I have it every 20 centimeters.
There is the grid on this before we get to the thicker lines, which is one meter.
So again, once you know this, it's easy to understand.
Okay, these smaller, thinner lines are every 20 centimeters and then every bold line is a meter, so you can start to use that to your advantage.
There are other ones we have as well.
If I just quickly go cube, We do have other ones that are different measurements, different materials, that may fit your desired sort of how do I say detail in these?
So there's different ones if you want to swap them out.
Other places work in different ways.
I'll quickly show this here.
We do have our cube.
Another important thing that people may not realize is I'm sure many of you had it or your scaling cubes and the pivot point in the basic unreal one is in the center and it's really annoying when you're trying to scale it up because it's all in the center.
So one thing that we've done again nothing too revolutionary, but we've got our pivot point in the corner.
So when you're scaling it doesn't change its actual position, but what we can do here and what I've done and used in other games and other studios work like this.
Some of them will just grab a cube and scale it to however long they want it on all axis, and we've made sure that we have a dynamic, as you can see, material here as well.
So again, if you just want to scale it up but still need to know those crucial measurements, we can just take a look at it.
You can obviously read it out here, but we can all instantly take a look and go okay well, that's now over x meters, or maybe it's too thin, let's draw it in or expand it.
So again, you never lose what's important to help With you, measuring to best facilitate your gameplay.
So that is definitely procedural.
You can see that one here.
And all ready for you to scale.
If you prefer that versus working in a more kind of Lego-esque system.
So let's just have some fun and make a quick arena.
So what we'll do is we will have our dude stood over here.
Let's get rid of these, for now that's our guy and we'll type watch out, enemies await above.
And then we can be like take this.
And what we'll do is, if we go to our blueprints here, what we can do is let's drop.
Where is it ammo?
Okay.
So if we drop some ammo, we'll see that for us to pick up as well.
So what we'll go from here is we will have this and then we will grab a.
Let's go for some stairs, let's grab our stairs here.
And again, we can get perfect alignment by having this grid here.
Okay, well, now you see.
Oh wait, it's just off a bit.
And again, you can start to use the snapping grid to make sure you have the correct snap to it.
Let's go with this.
We'll duplicate another one.
We'll set it to 1 meter switch.
And that way you can instantly see if anything's off grid, if it's not correct.
We've got it all aligned for us, right?
So we've got this here.
Now what we'll do is we will get some more floor pieces.
We'll do a 4x4 here.
Rotate that around.
This is definitely going to have to be more finicky.
But it's as simple as this, right?
We are just dragging and dropping and placing the pieces that we need.
I'll even get some wall pieces.
One of the things you may be wondering as well because again, there are multiple different types of materials.
But what tends to happen because I've seen this and I've made this mistake as well is when everything shares the same color, like we imagine, everything was this white color on the walls, for example.
We can go find that what are we using here, my grid?
So if we slap that on here, it instantly becomes much harder to read, right like, especially when we've got all these grid lines.
You sound like squinting.
What's the wall, what's the floor, what's the stairs?
So one of the things we've tried to do is, by having these different colors set by default, you can instantly distinguish the difference between that of a wall and that of a floor piece.
So I'll do set this back to 100.
And we can start set walls like this, right?
Simple stuff.
Easy peasy.
All here.
And then what we'll do is we will get a door.
Now, there are different doors, right, just going on here.
I just want to talk about that.
And windows.
Where are we?
Doorframe.
And I want to make this clear.
The way that I have laid out cover to help make readable is we have high cover marked in orange, low cover marked in yellow, as well with the grid.
And so if you are dragging your pieces in and they don't seem to fit, the reason for that is just to keep in mind is that because of the fact that these are one meter thick on both sides, so it doesn't perfectly match, but it means there's cover on each side.
We also have thinner door frames where there's no cover whatsoever.
All these things.
So you have a plethora to pick and choose to what best suits your situation.
Sometimes you may not want cover, maybe you just want cover on one side.
All of that is there.
All that stuff is thought about.
So if you ever see the ones with the orange, it means they have cover built in or are the correct cover metric, shall we say, for this.
So what we'll do is I'm gonna go, let's go with this, so we can see that fits metrically.
A-okay, so we'll have this here and we'll grab a single wall piece here and we'll make sure it matches this.
So what we'll have, you can see that's not correctly lined up.
Pay attention, mates.
What we'll do is actually extend this and we'll have our small little challenge here where we will drag in that of again, just so you can see as well.
When you import this over to your Unreal project, you'll see level design kit.
We have different folder structures.
So meshes is where you'll find architecture, what we talked about, all the walls doors, all those pieces.
Here we'll have character poses.
This is just the mesh of our, all the characters that you have available.
Maybe you want to show some enemy guards, elements like that, icons.
Maybe you want to show dialogue, maybe some sort of uh, save point, all these things that we can talk about.
Mechanics uh, these this is the mechanics are just the actual meshes themselves, and we also have props.
All these will explode for this.
But if you go to levels, i can't go into blueprints.
That's where all the gameplay stuff is, for example.
So we might have uh, let's grab.
So we do this.
What I'll do is we'll create this pushable object here.
Maybe it's blocking the door, for example.
Players have to push it out of the way to get through.
And then we'll take our camera here.
But now we have to time this camera moving, for example, as a small puzzle to get through to the next bit here.
So you can see how simple it is to just quickly grab, connect.
As long as we're using the snapping, we can make sure everything's aligned correctly.
All works there, right.
So if I just play from here, so we walk over to him, watch our enemies above.
Take this, grab this, press E to go up, and then we've got our security camera.
We need to push this out of the way.
First we've pushed that, And then the camera waiting.
We need to make sure we stay out of this.
Okay.
If we are, turns red, beeps.
You can see this here.
Then it goes back to yellow when we're out of sight.
Keeps rotating.
And then eventually comes back.
We sneak past.
Get through the door, right?
Simple as that.
So let's change the rotation to 50 and what we can do is, if we check the actual security camera, let's scale this down just a smidge 075, because it's a little too big, but instantly you can see now How we've just gone from oh there's a corridor, with some puzzle aspects, to oh there's a corridor and it actually collides with things.
We have an elevator that takes me up.
I can push an object that is blocking the door for example out of the way.
We can pick up ammo, these sort of things.
Now again, the ammo only gives the illusion.
Right, this is what i'm talking about.
It sells it.
We go over it, it makes it disappear.
You'll get a notification saying you picked up ammo.
But it won't work if you're creating a proper ammo system.
But it's there to sell the intent.
As we're building out the levels, we want to reward the player.
Uh, say something like if we grab.
Uh, Is this the locked version?
Actually, let's make this one the locked version.
So here it is.
So we have our loot, but we need to find a key to unlock it.
So what do we do if we grab our key?
And let's just, for example, move over to here, push this over here.
So if we play from here okay, so here it is, and it won't open.
But what we can do, we've picked up our key, run over e and look at that, it's on the floor and we've got some loop, simple things there, right?
So instantly you can start adding that to the puzzle, being like oh, okay.
And then we push, push, push, or push, push, push, push, right?
All of that, and again, we've got a basic security camera.
Alarm goes off.
Obviously, it wouldn't alert any enemies.
Once we leave it, though, it goes back to questioning where it is.
It stops beeping.
We crawl around it.
I think I have it where... Yeah, once you shoot it, as you see, it no longer works.
So off we go.
So already we can see that we've now got loot with some small puzzle elements.
Again, I've made it super simple, but we need to find a key to open the loop.
I said how to best use these.
That's all included in our if I just save this for a second.
If we move over recent levels to.
Thank you.
You can see here, right?
Triggered by interaction.
Press E.
Some just work by walking over towards them, but we try kind of explain each one as well.
Like enemy placeholder shoots from approach if you shoot them they die elements like that right so instantly.
If make sure you are checking out the tester map here, because we do have extra information on this as well okay, team.
So that's really important.
We do keep that there.
But, as I said, most of it goes around with you.
Use the architecture pieces to build out what you want.
You flesh it out further with any props to help sell it.
And if you want to add interactivity or great news you do so with the blueprints.
So let's just quickly throw in some last ones in and I think we'll be good to go.
But I hope this has been useful here.
I hope it shows you what the kit is capable of and how quick you can just make something happen as well.
As I said, I have just combined it with the low poly shooter pack that I already own.
The last video we did on this.
We were just using the locomotion system provided that's free by Unreal.
I've also got it in my God of War personal level, which is made with Unreal.
So we already have a lot of ways to use that, regardless what controller you've got.
And that's what I really want to hammer home here, is this is an additive kit.
It's to help you achieve your roles, your process, and help your pipeline to be as quick as possible.
Some people I know aren't the best with scripting.
Some people want to learn more.
Some people are far better than I am.
But by having and really showing that hey, when you're trying to make something for your portfolio, It doesn't need to be the final finished project, right?
It really just needs to be something that sells the idea across.
That, as we said, the lift working.
It's not a full elevator.
Security camera.
All of this.
This doesn't work properly like, say, that of the Metal Gear Solid franchise.
But it's not meant to.
It's meant to simulate that.
So when someone's reviewing your work and they're like, oh, it's actually working.
Or there's something there already that they can see this.
And you can play it yourself and go, hmm, hold on.
I'm noticing that, like this here, like already, I can tell this corridor is kind of too tight and we need to angle this a little bit better.
So it's not so easy just to walk around, but we can do this because it's instantly there to test and that's what it's all about.
So I'll just quickly throw in an arena now.
So let's turn on our grid.
Make sure you're snapping.
You don't have to, but it just helps to stop any Z fighting.
Everything's built to the help with that grid as well.
So we'll just quickly grab One more and let's just go, and Let's go out here, let's do a.
Yeah, we can just do a standard rifleman if you press, and as well, that tends to snap anything to the floor, right?
So keep that in mind and let's just grab.
Let's make this one a sniper right over here.
And if I just go to architecture Yeah, we'll just do this.
So let's grab some cover.
We can put some across here.
Grab cover here.
So instantly we can just drop down and play here.
Now as I said, Some packs include AI.
This actual low-poly one does include some AI for us to use if you were to buy this.
But this pack's about £300 or something around there.
Might be on sale.
That's how much I think I roughly bought.
It's a great pack, let's make that clear.
But I know not everyone has that kind of money.
So that's why it's important for me to understand that we don't have AI.
It's not on a level designer to create AI, right.
But, as i said, we have this here where, if i shoot them ouch, i'm dead right, and if we walk over, he's here boom boom, and eventually we can go up to him, he's dead, leaves a body, all these things here where again yes, they may not move, but it helps to sell the space that we're around.
We add cover time to shoot over reload, then we've got high cover, maybe just to peer over, we can't see the enemies.
Pop pop pop, these kind of aspects, right.
So again, it just helps to make the space instantly more interesting, because it's not just a cube.
If you shoot them, they go down and if let me just double check as well spawn And they should be firing, It'll only have to be something I take a look at then.
Because when you enter this volume... Ah, can shoot.
Watch this now.
So once you select the can shoot... You see that?
They pretend to fire bullets at players.
So now we need to move out of the way.
Again, it doesn't do damage, but it helps to sell...
That.
As we go through.
And again.
He's not checked.
And go over.
Knock him down.
All these sort of things.
So really you can see instantly team.
Just how.
Oh.
We've been spotted instantly.
We can add so much to an area just with all of this right from someone pretending to talk to us, picking up that of our ammo, using lifts to go up or down.
All of this just helps make your blockouts come out to life and then also snap it together as if we're using lego pieces.
The metrics that we've got here because you may be wondering okay metrics, but you've not decided them, so how do we pick that of our door, for example?
These metrics are kind of not actually universal, because each game is slightly different.
But these are the ones that I have commonly found from working on the big AAA projects.
From Division, most recently Mafia, and that of Cyberpunk.
All of these, right?
Again, there are differences whether you're in first person, third person.
I've tried to make sure, because this door if you look at it is quite tall.
And the average character height is 1.8 meters, roughly 6 foot.
You know I'm sadly not that in real life, but All of these here are great things to again.
If this switches to third person, this door is not going to have too many issues with that of cameras.
Again, depending.
But all of that there is coming from my common experience with all of these great franchises that I've realized okay, we need.
These are the ones that I found works over my time.
So instantly again, you just add this to any project and it can just help improve it.
So I hope you can see how to use it.
We use these grids to snap things together, making sure everything lines up.
We have different gameplay pieces for you to use to sell actual gameplay, how you imagine it.
It works with any controller that you already have.
We have nice little dev tools to help again or make you understand what could be wrong, speed up your process and just over 400 items for you to use available.
Again this little demo scene.
This is in the low poly but, as I said, I'm using it to demonstrate a different way to use it.
So I hope this has been helpful.
I didn't realize how dark it is and how long this video is.
But I hope that you find this a useful video.
That you're able to see the purpose.
Understand all of these a little bit better.
And able to get understanding what ways we can use it.
How it is useful.
And then find enjoyment with blocking stuff out.
So we're already seeing people use it for blocktober.
Thank you for everyone who's already picked it up.
Hopefully this will be even more useful for you as well.
So yeah, all the best.
Everyone, take care, and i'll catch you all next time.
See you later.