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[The Business of Level Design: Creating and Launching a Professional Kit]-[The Cost of The Level Design Kit]

Level Design Lobby · B2 · 2025-04-08

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📋 Summary

Creating a Level Design Kit: From Concept to Commercial Product

In this episode, lead level designer Max Pez provides a transparent, behind-the-scenes look at the development, business strategy, and launch process of his professional Level Design Kit. Motivated by a desire to streamline his own workflow and fill gaps in existing toolsets, Max shares how he transformed a personal necessity into a successful commercial product on the Unreal Fab marketplace.

The Inspiration and Core Goals

Max identified five primary motivations for creating his own kit. First, he wanted to ensure all assets adhered strictly to LD metrics, noting that standard industry pieces often forced him to constantly scale objects, which wasted precious time during design tests. Second, he aimed to communicate design intent more effectively; rather than providing hundreds of generic meshes, he wanted assets that clearly signaled gameplay mechanics to the player.

Third, the project served as a tool to build his brand and serve his community, acting as a natural extension of his existing educational books and podcast. Fourth, he sought a centralized, all-in-one toolkit that he could personally curate and update. Finally, he plans to use the kit as a foundational resource for a future level design course, ensuring that his students have a cohesive, professional-grade set of tools.

Pipeline and Development Challenges

To bring the kit to life, Max utilized Upwork to hire a professional artist, Cara. He emphasized the importance of choosing a collaborator with industry experience, specifically noting that Cara’s background in Dead by Daylight allowed her to understand the specific needs of level designers without excessive onboarding.

Communication was managed through Miro, which served as the central hub for the project’s backlog, tracking 197 individual pieces across categories like floors, walls, and metrics. Max candidly admits to several "rookie mistakes," most notably the technical oversight of building the kit in Unreal Engine 5.3, which restricted its compatibility with earlier versions of the engine. He advises future creators to define their technical constraints—like sticking to 5.0—before production begins to maximize accessibility.

Iteration and Feedback Loops

Development was significantly shaped by feedback from senior designers. Peers like Oli and Tim pushed Max to evolve the kit beyond static models. To stand out in a competitive market, Max pivoted to include gameplay-focused blueprints, such as "squeeze-throughs," body disposal units for stealth, and interactive elements like levers and locks.

By integrating these features, Max successfully shifted the utility of his kit from simple L0 (shell blockout) quality to L1 (interactive prototype) quality. This allowed users to demonstrate core gameplay loops, such as climbing, looting, and combat sequences, without requiring advanced scripting knowledge. He also introduced organic pieces (caves and natural geometry) after realizing his initial focus was too heavily skewed toward urban environments.

The Business Reality

Financially, the project was a labor of love that required careful balancing. The total cost of production reached approximately $2,410. While Max admits that adding more assets after the initial launch was a "big no-no" from a strict business perspective, he felt the added diversity was necessary to make the product viable.

Upon release, the kit exceeded his expectations. By February 23rd, he had sold 137 copies, resulting in over $2,768 in revenue, effectively making the project profitable. Max concludes by reflecting on the importance of passion-led projects. While he acknowledges the stress of the submission process through the Fab platform and the complexities of pricing for personal versus professional use, he remains proud of creating a tool that serves both his own professional needs and the growth of the broader level design community.

🎯Key Sentences

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I thought I'd go through, break down how it is that I created the kit
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without further ado let's go talk about it
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if you wouldn't mind taking the time
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Crazy to think along with sharing all of my talks out there
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some other bits and bobs and these were really fun to use
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📝Key Phrases

1
break down
2
without further ado
3
take advantage of
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safe bets
5
when times are of the essence
Expand All

📖 Transcript

Hey everyone, most of you know that I've now released the level design kit, but I've got a lot of questions recently about that more on the business side.
So I thought I'd go through, break down how it is that I created the kit, what was the pipeline, the process, and talk about that of the funds afterwards.
So I hope that you enjoy, and well let's get into it.
Hey everyone, I hope you're well.
Playing and making the games that you all love.
You're joining me, your host, lead level designer, Max Pez.

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