Free Ebook cover Unreal Engine 5 for Absolute Beginners: Your First Playable Level

Unreal Engine 5 for Absolute Beginners: Your First Playable Level

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9 pages

Blocking Out Your First Unreal Engine 5 Level

Capítulo 3

Estimated reading time: 8 minutes

+ Exercise

What “Blockout” Means (and Why You Do It First)

A blockout (also called a greybox) is a fast, rough version of a level built from simple shapes—floors, walls, ramps, and platforms—before you spend time on materials, lighting polish, or detailed props. The goal is to prove the level is playable: the player can move from a clear start to a clear finish, jumps are possible, spaces feel the right size, and the path is readable.

In a good blockout, every shape answers a gameplay question:

  • Can the player understand where to go? (path clarity and visibility)
  • Can the player physically get there? (spacing, jump distances, ramps)
  • Does it feel right? (scale, speed, camera, collision)

Core Principles for Beginner Blockouts

1) Build with simple geometry only

Use basic primitives (boxes, ramps, planes) or simple modeling tools. Keep everything neutral and readable. If you catch yourself “decorating,” pause and return to testing the route.

2) Use the player/mannequin as your measuring stick

Scale mistakes are the #1 beginner issue. Always judge spaces relative to the player character. A hallway that looks fine from a top-down editor view can feel cramped in first/third person. Keep the player visible in the level while you work, and constantly compare doorways, ledges, and ceiling height to the character’s body.

3) Collision is part of level design

Collision defines what the player can and cannot walk through, jump onto, or fall off. During blockout, collision should be simple and predictable. If a wall looks solid, the player should not pass through it. If a platform looks reachable, the player should be able to land on it.

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4) Test early, test often

Blockout is an iterative loop: place shapes → play-test → adjust. Use Play-in-Editor (PIE) frequently, especially after any change that affects movement, jumps, or sightlines.

A Repeatable Workflow: Start Area → Main Path → Focal Point → End Area

This workflow keeps your level structured and prevents “random room syndrome.” You will build four zones and connect them with a clear route.

ZonePurposeWhat to block out
Start AreaOrientation and safetySpawn space, first view, first obvious direction
Main PathCore traversalHallways, ramps, platforms, small jumps
Focal PointVisual goal / landmarkA tall shape, open room, or framed view that draws the player
End AreaFinish and payoffClear endpoint platform/room, space to stop and look back

Step-by-Step: Blocking Out Your First Playable Route

Step 1: Create a “Start Area” that teaches direction

Design the start so the player immediately understands where to go. A simple method is to place the player in a small safe space that opens toward the main path.

  • Place a floor large enough that the player can move and turn without bumping into walls.
  • Add boundary walls on the sides/back to prevent wandering off.
  • Leave one clear opening that leads forward (this is your intended route).
  • Frame the opening with two walls or a simple doorway shape so it reads as “the exit.”

Checkpoint (PIE): Press Play and confirm: you spawn safely, you can rotate the camera freely, and the exit is obvious within the first second.

Step 2: Lay down the “Main Path” using readable segments

Instead of building a complex maze, build a sequence of short, understandable segments. Think in “chunks” the player can read quickly.

  • Segment A: Straight run (a corridor or open strip) to establish movement speed.
  • Segment B: Turn (an L-shape) to practice navigation and camera control.
  • Segment C: Vertical change (ramp up or down) to introduce height.
  • Segment D: Simple platforming (one or two platforms) to test jumping.

Keep the path wide enough that minor steering errors don’t cause constant falls. If you want challenge later, you can tighten it after you confirm the route works.

Checkpoint (PIE): Play from the start and run the whole path. If you get lost, widen sightlines or add a landmark shape at the next segment.

Step 3: Add a ramp and verify slope + collision behavior

Ramps are a common source of “sticky” movement if the angle is too steep or the collision is awkward. In blockout, use a clean ramp shape and make sure it meets the floor without gaps.

  • Place a ramp that connects two elevations.
  • Ensure the ramp’s bottom edge touches the floor (no tiny lip that catches the player).
  • Ensure the top edge meets the next platform cleanly.

Checkpoint (PIE): Sprint/walk up and down the ramp. If the player jitters or stops, adjust the ramp angle or alignment so the transition is smooth.

Step 4: Build a small platform sequence and tune jump distances

For a first level, keep platforming simple: two or three jumps maximum before a safe landing. The goal is to learn spacing, not punish the player.

  • Place the first platform at a comfortable height (reachable without awkward camera angles).
  • Place the next platform with a modest horizontal gap.
  • Optionally add a third platform that is slightly higher to introduce variety.

When tuning, change one variable at a time (gap distance, height difference, or platform width). This makes it easier to understand what caused a failure.

Checkpoint (PIE): Attempt each jump several times. If you fail more than occasionally, increase platform width or reduce the gap. If it feels trivial, you can slightly increase the gap or add a gentle height change.

Step 5: Create a “Focal Point” that pulls the player forward

A focal point is a simple landmark that answers “Where am I heading?” It can be a tall block, a tower-like silhouette, a bright open room, or a framed view through an archway. In blockout, it’s just geometry, but it should be visible from earlier parts of the path.

  • Place a large, tall shape ahead of the player’s route.
  • Open up the space around it so it reads as important.
  • Align the main path so the player naturally faces it after a turn or ramp.

Checkpoint (PIE): From the start area, can you see (or quickly discover) the focal point? If not, adjust wall heights, widen the corridor, or reposition the landmark.

Step 6: Add an “End Area” with a clear finish

The end area should feel like a destination: more space, a safe platform, and a clear “you made it” location. Even without UI or objectives, the geometry can communicate completion.

  • Create a final platform or room that is larger than the last few spaces.
  • Use boundary walls or railings to prevent accidental falls while stopping.
  • Optionally add a simple “finish marker” shape (a tall pillar or a distinct block) to signal the endpoint.

Checkpoint (PIE): Run the full level in one go. Confirm the end area is unmistakable and gives the player room to slow down and look around.

Collision Basics You Should Validate During Blockout

What collision should do in a blockout

  • Walls block movement. If a wall is there to guide the path, the player should not clip through it.
  • Floors catch the player. No falling through surfaces that look solid.
  • Edges behave consistently. If a ledge looks like it can be stood on, it should support the player.

Common collision problems (and quick fixes)

  • Player gets snagged on corners: simplify shapes, avoid tiny steps/lips, align pieces flush.
  • Invisible bumps on ramps: ensure ramp meets floor/platform without overlap or gaps.
  • Falling off narrow paths too easily: widen platforms or add low guard walls during early testing.

Playability Checkpoints: A Testing Routine You Can Repeat

Use this checklist every time you change the layout. The goal is to catch issues before they multiply.

Checkpoint A: “30-second readability test”

  • Start PIE.
  • Without thinking too hard, move forward.
  • If you hesitate because you don’t know where to go, improve sightlines or add a landmark shape.

Checkpoint B: “Movement comfort test”

  • Run the main path at normal speed.
  • Check for tight turns, cramped corridors, and camera collisions with walls.
  • If it feels claustrophobic, widen the path or raise ceilings.

Checkpoint C: “Jump consistency test”

  • Attempt each jump 5–10 times.
  • If success depends on pixel-perfect positioning, reduce gap/height or increase platform size.
  • If players can skip intended steps (jumping around the sequence), add simple blockers or adjust heights.

Checkpoint D: “Visibility and guidance test”

  • At each turn, confirm the next goal is visible within a few steps.
  • If the player can look into dead ends that seem like the main route, block them off or make the correct route more visually dominant (wider opening, stronger framing).

Practical Tips for Better Blockouts (Without Adding Detail)

Use shape language to communicate gameplay

  • Wide, flat shapes feel safe (rest areas).
  • Narrow bridges feel risky (challenge moments).
  • Tall landmark shapes create orientation (focal points).

Keep metrics consistent across the level

If your first jump is easy and your second jump is suddenly much harder, it can feel unfair. Gradually increase difficulty: slightly bigger gaps, slightly narrower platforms, slightly more complex turns—one step at a time.

Design for the camera, not just the floor plan

In PIE, the camera and character movement reveal problems that top-down layout hides. If the player can’t see the next platform because a wall blocks the view, the jump will feel frustrating even if the spacing is correct.

Mini-Exercise: Build a Complete Blockout in 15 Minutes

Use this as a timed drill to practice the workflow.

  • Minute 0–3: Start area (floor + three walls + one exit opening).
  • Minute 3–7: Main path (straight → turn → ramp).
  • Minute 7–10: Two-platform jump sequence.
  • Minute 10–12: Focal point landmark visible from earlier.
  • Minute 12–15: End area platform/room.

PIE rule: You must press Play at least 3 times during the 15 minutes. Each test should cause at least one adjustment (spacing, width, height, or visibility).

Now answer the exercise about the content:

While blocking out a first UE5 level, what should you do if play-testing shows players hesitate because they don’t know where to go next?

You are right! Congratulations, now go to the next page

You missed! Try again.

If players hesitate, the issue is readability. Adjust visibility by widening sightlines, reframing openings, or adding a simple landmark shape so the next goal becomes obvious during play-tests.

Next chapter

Lighting a Small Scene in Unreal Engine 5

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