Thursday, 10 December 2015

Walking Simulator - Unity

So I imported the map into Unity from Maya and scaled it to be the right size. Then I imported standard assets and added the FPSController. Initially I decided to keep the model as a grey colour. However, I realised that without a bit of colour I wouldn't get the atmosphere I wanted. So I created some materials and applied a colour to them. 
This is when I discovered emissive materials. I started creating the lights in the level and then created a cube at the source of the lights. I applied the emissive material to the cubes. There still wasn't a glow coming from them so I delved into lightmaps. After trying many settings I decided that lightmaps did not work in the level. So I settled for placing a light inside the cubes and making sure they don't cast shadows. To get the glow I added a bloom image effect to the player camera.
Now I decided to play with the image effects. I ended up adding Global Fog, Bloom, Vignette and Chromatic Abbrasion, Bloom and Flares, Colour Correction Curves, Antialiasing, Screen Space Ambient Occlusion, Contrast Enhance, Screen Overlay. I may have gone over the top but I like the overall effect.
Once I had done all this and edited certain aspects of the level I realised that the walkway that follows the wall of the main area had no supports. I did not want to go back into Maya and edit the map because of various changes I had made in unity. So I duplicated, scaled, and moved one of the walkway banisters. to become a ceiling support. After repeating this step many times I now had something which looked very similar to the concept art from my onesheet. 

This is the first part of the level. I added the support beams in using cubes made in unity. I did the same with the crystals and lamps. The arrows indicate the direction taken by the player. The player starts in a mine looking at glowing crystals. They make their way through the only available path to the elevator and pass a door that won't open. They discover it is not working and head back to the door they saw on the way to it. Then they see a sparking console and go to look at it. The dialogue tells them they need to find a fuse. They find one and place it into the console and then head back to the elevator. They pull a lever and off it goes.





This is the next part of the level. The player see rock walls until they fall away to reveal a huge room with a giant drill hanging from the ceiling. I wanted the player to go from an enclosed space to a huge open one to create a dramatic atmosphere. I think it works well. The player makes their way from the elevator to a lit door. They follow the path which is lit.

And here is the last. They see a vehicle waiting for them and make their way to the door of it. This is where the level ends. These screenshots are taken in screen view. The game looks very different in game view.

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