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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
Skill Level Intermediate
- [Voiceover] Hi, I'm Adam Crespi, and welcome to Level Design Basics in Unity. In this course, we'll look at the planning and execution of a modular approach to game design. I'll start by showing you how to draw out and think about a modular kit of parts for your level, laying out a level and looking at the player path, pinch points and strong points, and places for interactivity. We'll use Autodesk Maya to export out FBX's of our kit of parts and bring them into Unity, so, we can place them in our level. We'll see how to create prototypes or white box objects, and then how to replace them seamlessly with fully detailed artwork.
We'll look at creating custom mesh colliders for running up stairs and also applying animation to objects, such as spinning fans and blinking lights. We'll be covering all of these features, plus plenty of other tools and techniques. Now, let's get started with Level Design Basics in Unity.