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Game Level Production

Due to an unanticipated delay in the development of our game, I have been given the task of building the surgery room and warehouse areas to make sure that we can start on the scripting and effects as early as possible. While this is happening, I will be downloading supporting assets from the Unity asset store (all of which will be referenced at the bottom of each entry), as we are very close to the deadline for our prototype.

Entry 1 - Constructing the Level
14th April 2019

After J.D. gave me the Unity file containing the game level, I opened up the scene so I can begin working on it. I started off by duplicating the walls to create the perimeter of the warehouse; I made sure to place the wall and beams into empty game objects so I could duplicate them together. After that, I selected the row of beams on the shutter end of the warehouse, then duplicated those across the length of the area, making sure that they are equal distance from each other (which will be used as pillars).

Once the perimeter and pillars were set up, I began importing mine and W.Ps assets (with their accompanying materials) into the scene so I can begin populating the environment.

While the warehouse was being worked on, I also began building the surgery room at the opposite end from the shutters. As I didn't have any walls made for a room smaller than the warehouse (and bricks don't exactly set the right mood for a surgery room), I decided to import the PBR - Hospital Horror Pack from the asset store [1], which included walls, ceiling, door, and a bed.

 

Other asset packs I downloaded were Lowpoly Boxes [2], Barrel and Boxes [3], Industrial Cabinets and Shelves [4] and the Medical Saw [5]. The latter was placed on top of the tool chest with the scalpel, while the first two were used as clutter for the warehouse area. As for the cabinets and shelves, I filled those with boxes that have an alpha of a red cross, to indicate that they contain medical tools and supplies.

Now that the warehouse was filled with all the major assets, we just needed some rubbish and debris to add the feeling of the warehouse being old, decrepit and abandoned. To do this, W.P downloaded some alphas from the Quixel Megascans library and sent them over to me so I can include them within the scene.

 

I struggled a little bit to set up the material (as the PNG file with the transparency layer wasn't named accordingly), but once I got everything working, I applied the alphas on plane objects then duplicated them around the warehouse. I was also able to make use of the rubble asset by taking the cigarette objects and making them protrude from it, making it look like a cluttered blend of rubble and rubbish.

levelDesign_Screenshot_K.jpg

By the end of the week, I managed to work the scene from just a set of walls with a shutter to a fully fledged warehouse with clutter, shelves, and boxes. However, due to a compiling error stopping me from testing out the game (this happened due to the project file being used outside of its intended directory), I decided to send the unity project file back to J.D (by uploading a zipped file onto Google Drive) so he can make some final changes to the warehouse and surgery room, and possibly add in Dr. Bram's office if there is enough time.

References
  1. DNK_DEV. (2017). PBR - Hospital Horror Pack. Unity Asset Store. Available at: https://assetstore.unity.com/packages/3d/environments/pbr-hospital-horror-pack-free-80117 [Access Date - 10th April 2019]

  2. PLAYER'S TOWN. (2016). Boxes. Unity Asset Store. Available at: https://assetstore.unity.com/packages/3d/boxes-63740 [Access Date - 10th April 2019]

  3. EGOR ILIN. (2018). Barrel and Box. Unity Asset Store. Available at: https://assetstore.unity.com/packages/3d/characters/barrel-and-box-114929 [Access Date - 10th April 2019]

  4. ADVENTURE FORGE. (2016). Industrial Cabinets and Shelves Lite. Unity Asset Store. Available at: https://assetstore.unity.com/packages/3d/props/industrial/industrial-cabinets-and-shelves-lite-56126 [Access Date - 10th April 2019]

  5. ESSPLASHKID. (2018). Medical Saw. Unity Asset Store. Available at: https://assetstore.unity.com/packages/3d/props/tools/medical-saw-110165 [Access Date - 10th April 2019]

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Entry 2 - Finalising the Warehouse
24th April 2019

While finishing off the mechanics, I was also finalising the warehouse area before baking the executable file. This mainly involved simple tasks such as placing some new objects and moving a couple of things around. First thing, I imported the hospital building, floor and overhead light assets made by J.D; the former is very low detailed, however, it has been placed in the distance so it is not so noticeable (plus, it makes the outdoor area look less barren and more interesting to look at), the floor was placed across the entire warehouse in case we had time to develop a second floor (which unfortunately wasn't the case, however, it does double as a ceiling so it still had use), and the latter was spread across the first floor to add lighting; the latter also meant that the interactive locker didn't stand out anymore, so to fix this, some of the light sources were either deactivated or had the light flicker script attached to darken the environment a bit.

One more thing that was suggested was to make a new door indicating that it was leading to the stairs; when the player exits the warehouse, the idea is that it leads to another area instead of immediate freedom. So I duplicated the rubble asset and placed it in front of the door leading outside (so it looks like it can't be opened), then moved the exit warehouse collider to a new place where the new door would be. Due to time constraints, I downloaded the new door from unity asset store, however, I added my own input by making an alpha of a sign saying 'Stairs' to indicate that it leads to another section of the warehouse.

References

  1. TIM H. (2016). Tim's Horror Assets - The Bloody Door. [online] Unity Asset Store. Available at: https://assetstore.unity.com/packages/3d/props/interior/tim-s-horror-assets-the-bloody-door-70847 [Access Date - 24th April 2019]

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