Join Adam Crespi for an in-depth discussion in this video Inserting unique areas, part of Level Design Basics in Unity.
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I've added in a few more pieces, placing around more modules, and extending out the…start of the storefronts onto my map. Following the layout of the map, given…that the size of my modules and the scale of my map are a little off, I'm okay with…seeing the modules placed together in the order of the map, because I like the order…I defined, and in a test with my first-person control, the size of my…module as I built them feels okay. I'll give it a quick play to show some…things that I need to work on. I'll press play, and I've changed the spawn.…
So I start out at the star. I look up, and there's the dome.…And obviously, the lighting is just there to show a little bit of what's going on.…As I spin around, I can see some areas are capped.…And some areas lead me down halls into other shops.…I'll navigate through, pressing W to move, and watching out for blank sections,…exploring as I go. I see a glimmer of light up ahead, and the…start of the outside world. I'll poke my way through, noticing that…I've got some extra passageways to go explore later.…
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