Join Adam Crespi for an in-depth discussion in this video Defining player scale and field of view, part of Unity: Level Design.
A big consideration when constructing the level, is the size and field of view of…the player controller. We need to think about is, who are we?…Because we're asking the player to immerse themselves in this game.…We need to think about how we are presenting our game to them, from our camera.…An image like this in the reference is good for reference as to how to build.…We get a good idea of the pointed arch, the way it's trimmed and how they've…inserted a screen up above in this doorway, we'll call it.…This is not a good image for judging height, because we can't tell how tall it…is off the ground. But it is a good image for judging our…field of view, because we need to be able to look up and take in the detail, the…immersion in this faraway land. This is a better image for judging the height.…
There's a lady walking down the street, and assuming she is give or take average…height, somewhere between five and six feet tall is reasonable, we get a good…idea of the size of the street. And the field of view we need.…
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