Winter Submission Unity final layout
The images below show the final layout with some simple lighting and most of the model in place to fulfill the environment.
The first image is the Admirals room. In this room the player will be able to locate the key to open he hanger door. I designed this room very small and simplistic due to the player only begin in this location for a very short period of time. For game play purposes i placed the light above the general direction where the key is located, as this map is grey box only, i didn't want the player to feel blind or struggle to find the key, as a small grey object on a grey surface of the same colour made it initially difficult to see.
Below is the ships ammunition room. Although the player does not need to visit this room during the play-through, i still felt it was important to have this room somewhere again to show danger in the environment, this is also represented due the the red lighting which I thought helped send a warning to the player. If given a longer period of time i would liked to of had a trigger event in the room which floods the the place as the player enters.
The generator room initially was design for the player to flick a switch at any point to turn on the emergency power. Giving the player the option to determine the lighting would cause a nice effect for the environment.
The hanger houses one fight/bomber jet in which the player uses to escape the ships interior.
I used green lighting in the hanger to indicate to the player that this is the end of the level and a safe zone (player manages to escape the sinking ship.)
The final image shows the player starting location. The barracks.
This rooms is light dimly and has a stream of lighting indicating the way to go, this continues out side the door which then the player will be confronted by three other doors, in which all will eventually lead the locating the key, but i felt it was important to give the player a choice in where they wanted to go and what they could explore.
Overall I am pleased with the environment I have created, the lighting itself might not be in the best locations, but for a grey box level i feel they do the job of indicating where the player should go adn what rooms are where.
No comments:
Post a Comment