Join Adam Crespi for an in-depth discussion in this video Bounding the world invisibly, part of Unity: Level Design.
One of the big concerns when making a game level is how to end the level.…Not how to, declare it finished in terms of art, or how to, reach the final goal,…but how to bound the level, so that we don't get stuck making, the rest of the world.…What we want to do, is to use ways that are naturally occurring, even in an urban…context such as this. To visibly bound the level,one technique…that gets to used far too often is a giant collider.…A collider in a game engine, is simply an object that defines something you cannot…pass through. Most objects will have collides on them…cannot walk through a wall for an example. Using a giant box colliders like throwing…up a big force field, it works, but it's perhaps not the most elegant solution…because we don't often run into force fields in our daily lives.…
What I've started to do here in the layout of my level is to bound this world by the…shops, that very quickly our player will recognize that these shops have one way…in, and that not being able to get any farther than the back wall of the shop is…
Note: This course places a strong emphasis on modular construction techniques and resource optimization as part of the design process, which will help your build process be more lean, nimble, and efficient. A basic knowledge of Autodesk 3ds Max or Maya, and Adobe Photoshop is recommended.
- Setting goals for the player
- Planning the player path
- Bounding the world invisibly
- Defining player scale and field of view
- Using and joining modular elements
- Setting up prefabs
- Adding ambient animation
- Opening doors
- Making stairs walkable
- Lighting scenes