Join Adam Crespi for an in-depth discussion in this video Planning the player path in a directed level, part of Level Design Basics in Unity.
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I've used my market elements to build out a section of the old corridor of this city.…It's a place of narrow winding streets and buildings that have been added on over time.…So, that the front line where the front wall of the buildings don't all quite line up.…Then I sprinkled in my tents and maybe pole structures, covered shops and…extensions to the shops out in the street. In the top left I've used my vaults here…to build out maybe an old covered walkway, or covered arcade starting from this…octagonal piece and that'll be a spawn point.…
What each of these represents for example then, such as this square is some kind of…growing vault, were two vaults intersect. This let's me have transitions to spaces…all over on the side, back and front. I then use these starting from this…octagon to branch out but with an eye towards keeping it asymmetric.…I've let these volts flow into my barrel volt which are one way, which don't all…quite line up and finally they empty out into the street.…I've taken my shops and sprinkled them throughout making them occasionally come…
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