Join Adam Crespi for an in-depth discussion in this video Planning atlas textures and a modular approach, part of Unity: Level Design.
When we're planning our game level, a modular approach is a terrific one to take…in an environment like this. In many games, there is a fixed number of…parts to make the actual game environment and even a kit of parts for the characters.…What this lets us do is make some economies for draw calls.…A Draw Call is one call or request for the graphics engine to display something on screen.…The more draw calls you have the slower your frame rate gets, and we want our…frame rate high so our player plays smoothly.…
Additionally, certain platforms may have stiff restrictions on the number of draw…calls they can have. An Xbox may top out of the thousand and a…mobile platform such as a phone may be much much lower.…So any chance to reduce the number of draw calls we can take we should.…We need to look at the reference imagery of what we're making and it'll suggest…some obvious places to economize on textures and planning.…I'll start out by previewing the top left image, 92681260, and looking for things…that are obvious textures I probably want to repeat in my planning.…
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