Inside Unreal: Making Massive Medieval Maps with Chivalry 2

Chivalry 2 is a multiplayer first person slasher inspired by epic medieval movie battles. Players are thrust into the action of every iconic moment of the era - from clashing swords, to storms of flaming arrows, to sprawling castle sieges and more.

This week on Inside Unreal we’ve invited Torn Banner to have a discussion about the art and level design of Chivalry 2. They’ll cover the workflows they use to make huge multiplayer levels while keeping them performant during the chaos, and more!

If you’re unable to make the livestream, all episodes of Inside Unreal can be viewed afterwards on-demand.

Thursday, April 8 @ 2:00PM ET - Countdown


Aurelien Larue - Senior Level Designer, Torn Banner
James Arkwright - Lead Environment Artist, Torn Banner
Victor Brodin - Community Manager - @victor1erp


Well this is a dream come true topic, for our medieval RPG project! :cool:

With a first post I’d Like to say chivalry, Lets Duke.
But is it also some way to build targa against structures and save to Unreal or shhhh!.. is that some secret!@!? @unreal of course.

wow can’t wait need this … :wink:

-Just want to know, “Did you implement and place each asset individually on the ground and castle walls?”

-Working with 2 other level designers. How did you manage to separate each section of the level and combine them together?

1 Like
  • Yes. For some things like ground scatter the artists also used the foliage tool.
  • Each level is managed by only one level designer, so it is easy. When two LDs had to work on the same level at the same time we simply added sub-levels for them then merged everything into the correct levels after their work was done.


Be sure to check out the Youtube VOD if you missed the live stream! Timestamps have been added. :slight_smile: