From the course: Unity 5: 3D Essential Training

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Bounding the player through design

Bounding the player through design - Unity Tutorial

From the course: Unity 5: 3D Essential Training

Bounding the player through design

- Level design is also about bounding the player in the game; that is, not necessarily hemming them in by simply putting up walls, but by visually guiding them where you want them to go without being overt about it. Nobody likes to feel like they're being corralled into a space. And so good level design nudges the player along on a path that you want them to go in this seemingly open world without being obvious about it. What I've done so far is to broaden out this level a little bit, adding in a second level of walls and switching out the material to the brick so I have stone low and brick high. And later I'll add in some roofing onto it. I've also put in more hallway here, and I've moved the First Person Controller into my scene. I'm going to lower the height of this a little bit so I don't clip the doorway. And then I'll start to look at populating this with objects that help drive the player where I want them to go. I'll take the Height of my First Person Character Controller down…

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