Uploaded January 2026 | Updated September 2026, 2 weeks ago
In this Unreal Engine devlog, I talk through a **major design decision**: removing the traditional open world from my open-world-based game.
Open worlds are incredibly powerful โ but theyโre also **expensive, time-consuming, and difficult to optimise**, especially for solo and small-team developers. In this video, I explain the problems I was facing, the performance and workload challenges, and why I decided to rethink the structure of my game.
I reference the **Fable series**, which gives the *illusion* of a large open world by using **connected, hand-crafted areas** instead of one massive map โ and how that inspired a better solution for my project.
๐ง **What We Cover:**
โ Why open worlds are so expensive to build
โ Performance and streaming challenges
โ Why โbiggerโ doesnโt always mean โbetterโ
โ The Fable-style world design approach
โ Designing smaller, focused levels
โ Planning the new world structure
โ One-week progress jump
โ Cutting ~40% of map workload
โ How this improves scope, pacing, and polish
This video is about **scope control**, **smart design decisions**, and building games that are actually finishable.
๐ค Connect With Me:
๐ d3kryptionstudios.com
๐ท More Unreal Engine & Game Dev Videos:
๐ youtu.be/9620bBlTEUA
๐ youtu.be/uFigrHBluLg
๐ท Join the Community:
๐ Discord: discord.com/invite/AybHAuZDRr
๐ Twitter: https://x.com/D3kryption
๐ Instagram: instagram.com/d3kryption
๐ Patreon: patreon.com/d3kryption
๐ If you enjoyed the devlog:
๐ Like
๐ฌ Comment how youโd structure an open world
๐ Subscribe for more Unreal Engine devlogs & design breakdowns
#UnrealEngine #GameDev #OpenWorld #IndieDev #GameDesign #UE5 #Devlog #ScopeControl #D3kryption
In this Unreal Engine devlog, I talk through a **major design decision**: removing the traditional open world from my open-world-based game.
Open worlds are incredibly powerful โ but theyโre also **expensive, time-consuming, and difficult to optimise**, especially for solo and small-team developers. In this video, I explain the problems I was facing, the performance and workload challenges, and why I decided to rethink the structure of my game.
I reference the **Fable series**, which gives the *illusion* of a large open world by using **connected, hand-crafted areas** instead of one massive map โ and how that inspired a better solution for my project.
๐ง **What We Cover:**
โ Why open worlds are so expensive to build
โ Performance and streaming challenges
โ Why โbiggerโ doesnโt always mean โbetterโ
โ The Fable-style world design approach
โ Designing smaller, focused levels
โ Planning the new world structure
โ One-week progress jump
โ Cutting ~40% of map workload
โ How this improves scope, pacing, and polish
This video is about **scope control**, **smart design decisions**, and building games that are actually finishable.
๐ค Connect With Me:
๐ d3kryptionstudios.com
๐ท More Unreal Engine & Game Dev Videos:
๐ youtu.be/9620bBlTEUA
๐ youtu.be/uFigrHBluLg
๐ท Join the Community:
๐ Discord: discord.com/invite/AybHAuZDRr
๐ Twitter: https://x.com/D3kryption
๐ Instagram: instagram.com/d3kryption
๐ Patreon: patreon.com/d3kryption
๐ If you enjoyed the devlog:
๐ Like
๐ฌ Comment how youโd structure an open world
๐ Subscribe for more Unreal Engine devlogs & design breakdowns
#UnrealEngine #GameDev #OpenWorld #IndieDev #GameDesign #UE5 #Devlog #ScopeControl #D3kryption










