Join Adam Crespi for an in-depth discussion in this video Designing wayfinding systems, part of Unity: Level Design.
We play games to immerse ourselves in a place or an experience that we are not in currently.…Very few of us will actually travel to, say Casablanca.…Even fewer of us will be an ace chef sent there to source out local ingredients.…Therefore, this game is interesting to play at least we'd hope, because it is…offering people a chance to do something that they will probably not do.…What we need to do then in our game, is give the player a way to acquaint…themselves in the surroundings. As we can see in this image, there aren't…really signs present, and a lot of the construction is the same stuff.…
That rough plaster over masonry, or something similar.…The one bright blue spot, the tile down at the bottom right is a good possibility for…a way finding system. Also the pavers here, these hexagonal or…at least six sided, almost fish scale like pavers, might provide us a way to tell…people where they are in this city. We may also want to look at liked…merchants grouped together, or liked functions.…This happens to be the rug merchant zone, for example, where the rug merchants all…
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