Space Station (Level Design)
* I did not create the 3D assets in this scene. Assets were part of Unity packages from the Unity Asset Store. *
I designed the layout, lighting and theme. The idea was to construct a convincing level to allow for simulation gameplay.
The player in this level would be able to; Run science experiments, View and record mission logs, and Handle emergency mechanical situations.
Assets used: Space Station Level Asset Pack - Zero Gravity PBR Unity 5
I designed the layout, lighting and theme. The idea was to construct a convincing level to allow for simulation gameplay.
The player in this level would be able to; Run science experiments, View and record mission logs, and Handle emergency mechanical situations.
Assets used: Space Station Level Asset Pack - Zero Gravity PBR Unity 5
Tools Used: Unity, Space Station Level Asset Pack
Sketch
Level Layout
Lighting Placement
Design Process
• The main purpose of this level is to get to one point to another, from the science experiment area, to the log area, to the emergency area. The level is suppose to look lived in. More specifically, my intention was that people were living in this space station but something went wrong and people mysteriously disappeared, now your the only one left. I want the player to feel lonely and abandoned.
• Focused on lighting and where every light should go to have the same feel and look similar in every room, but the three main rooms; the log room, science experiment room, and emergency room all have their own distinct lighting to differentiate from one another.
• Story: Science experiments were once conducted here because it was too dangerous to bring unidentified objects/species to earth. When a science experiment went wrong, people in the space station disappeared, when earth couldn't get in contact with them, you were sent to go check things out.
• In-game the player would have objectives that need to be completed, and the challenge or play of the level is trying to find where the objectives actually are and how to get there. Majority of the rooms look the same so you would need to learn the level quick to understand where everything is. The lighting in this case would help the player learn the level/map.
Roadblocks encountered:
After drawing up a top down view sketch to see where the rooms would be placed and trying to fit it in with the actual assets; which was a bit time consuming, I had to figure out how to connect each asset to one another otherwise there would have been gaps in the level and the player experience/immersion would be broken.
• Focused on lighting and where every light should go to have the same feel and look similar in every room, but the three main rooms; the log room, science experiment room, and emergency room all have their own distinct lighting to differentiate from one another.
• Story: Science experiments were once conducted here because it was too dangerous to bring unidentified objects/species to earth. When a science experiment went wrong, people in the space station disappeared, when earth couldn't get in contact with them, you were sent to go check things out.
• In-game the player would have objectives that need to be completed, and the challenge or play of the level is trying to find where the objectives actually are and how to get there. Majority of the rooms look the same so you would need to learn the level quick to understand where everything is. The lighting in this case would help the player learn the level/map.
Roadblocks encountered:
After drawing up a top down view sketch to see where the rooms would be placed and trying to fit it in with the actual assets; which was a bit time consuming, I had to figure out how to connect each asset to one another otherwise there would have been gaps in the level and the player experience/immersion would be broken.
Notes
• Initial idea; flat 1 level space station
• Started looking at space station designs
• Playing with prefabs to see which fits best in certain places, make sure there are no gaps
• Decided to do a multileveled space station, with multiple dead ends
• Inspiration; Doom 3’s “corridor level design”
• Scaling objects to create minor differences in certain places
• Rotating rooms sideways, to make them look and feel damaged
• Started looking at space station designs
• Playing with prefabs to see which fits best in certain places, make sure there are no gaps
• Decided to do a multileveled space station, with multiple dead ends
• Inspiration; Doom 3’s “corridor level design”
• Scaling objects to create minor differences in certain places
• Rotating rooms sideways, to make them look and feel damaged