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unity EXPERIMENTING

both of us

we started off by uploading the digital level design onto unity so that we could start our white boxing. we decided to take it in turns making the level design 3d. jasmine and i agreed that we would take in turns to make the level design aswe wanted to work fairly on our level design.

 

to make this more efficient, when the other person is workig on unity, the other will write about what the other is doing so that we save time and have more time to work on the assignment. 

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both of us

we both agreed that we wanted our level design to be big and spacious as we knew that we were going to be adding buildings and assets which would make it more crowded as cites are crowded places.

jasmine

'i added a plane and to that plane i added the level design blueprints so that we could whitebox off of the level design'.

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both of us

we started off by uploading the digital level design onto unity so that we could start our whiteboxing. we decided to take it in turns making the level design 3d.

lauren

'i started putting together the main building for our game as it is a vital part of the level design. i came into a problem as jasmine and i wanted to add a door but we decided to make an archway with an open door connected to it so that instead of having a working door it would give the illusion of the door instead'.

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both of us

after Lauren added the main building onto the level design blueprint, we decided to download the standard asset pack from the asset store to make sure that the scaling was correct (as one of the assets is a character).

both of us: problem solving

we downloaded the standard asset pack and added the asset 'Ethan' which is a character from the asset pack into the scene that we were working on and realized that there was an issue. The scene a little too small as our asset couldn't fit through the archway that was in the main building.

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We decided to make our level design blueprint bigger and make the buildings we were currently working on to fit within the level design we had just changed the size to.

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jasmine

'i scaled the level design blueprint to a larger size and i started to place the buildings in, but i mainly focused on the doorway and i let Lauren make sure that the buildings are seamless and perfect'.

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both of us

here you can see what jasmine added to the level design blueprint and you can see that the building placement was a little off from the blueprint.

lauren

'i saw that jasmine hadn't properly positioned the buildings to the blueprints so i decided to fix it by putting them into place. This is because if the buildings weren't in the proper positions to what we planned on the blueprints it would ruin the level design'.

lauren

First of all, Lauren saw that there were two walls and decided to make it into one wall because she thought it would look more tidy and would be easier to do. Lauren did this by removing the bottom wall. 

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Lauren then moved the top half of the wall to the side as she wanted to use it for later. Lauren then duplicated the wall opposite and dragged it to where the old wall was and adjusted the length of the wall so that it would fit properly on the level design, 

 

The part of the wall that Lauren kept from earlier was dragged back to where the previous wall was so that it lined up with the new bit of wall. Lauren adjusted the height and length of the wall so that it was above the door frame. 

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Lauren and I decided that rather then there being a fence in the alleyway, we would turn it into one wall to make it more secluded and a claustrophobic environment to raise tension the player, immersing them more into the level. 

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Lauren duplicated the smaller wall above the door way,  so we could add another door way leading to the boss area.

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Next, Lauren began working on the underground club. She removed all the walls and started from scratch as they were completely in the wrong place after Jasmine resized the level design map. 

both of us: problem solving

we encountered a problem when making the underground club. On the level design blueprints, the length of the two walls that were meant to be the same length were different lengths. To fix this we followed the grid squares that were on the level design blueprint as we knew the squares were accurate to follow. To make the walls the same length, Lauren had to go out of the level design lines.  

 

To make sure that if players were to play the level, they wouldn't encounter glitches and fall out of the level, Lauren took time making sure that there were no gaps between the buildings that the player could fall out of or walk through. We want our level to be of a professional standard which is why we took extra time doing this., 

lauren

'we haven't learned how to create doors or windows so instead, we will create the illusion of an open door so that players can walk through with my problems'.

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after i completed making the door, we decided to continue with our level design.

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jasmine

change #1

jasmine and i decided that we wanted to change the level design slightly to make it more appealing for our target audience as we want them to explore our level design and see the detail and effort that we have put into it.

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jasmine had the idea of moving the underground club labelled building number 1 to the top right hand side of the map where building number 2 currently stands. this means that building number 1 (the underground club) would be accessible by going through building number 2. 

lauren

change #2

i decided that i wanted to move the building number 1 (the underground club) back to where we originally planned to have it because i had the idea of doing it so that the player would walk from the underground club, through building number 2, and then walking out onto the street between number 2 and number 3. the rest of the design would not be affected by this change.

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this is because i thought about how i want the players to walk around our level design and how we want them to see all of our hard work with the visual designs that we have created (including the small details such as wires hanging).

both of us

change #3

we decided that we would put both of our ideas together so that we both had equal input. we did this by having my idea of the underground club staying where it is and walking through a building to access the streets and we used jasmine's idea of using the street that we had no access to previously, but now we could use so that our players had more of our level design to explore.

conclusion

after i experimented it unity, i decided that i prefer to try out maya and test that software instead. this is because when i made my organic asset i found the software easier to use so i'm going to test out maya and try making buildings from maya. i am currently using maya more and i will continue to test out maya. i will update my conclusion once i've spent a little longer testing out both programs.

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update: i have used maya to make my buildings and it was successful! click onto the link to check out the blog post that I've written about it!

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https://laurencarolsibley1.wixsite.com/mysite-1/level-design

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