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3D Unity Game Workflow 
Being tasked to create a 3D game which required more of a level design aspect 
than a coding and physics side of things, it made sense to go more based on 
aesthetics over gameplay. 
Starting with my idea for a terrain, I planned to have a forgotten desolate area, 
surrounded by mountainous regions with small lakes of water. 
As it was intended to be made from a first person view, I added places for the 
player to walk around, marked by lighter dirt shades at an equal level.
I then took the decision to add more detail to some of my terrain by changing 
the textures of the hill-based part of the mountains. 
Using the Asset store I used an Asset referred to as “Elementals” which bases a 
lot of particle systems for use, once I’d looked into elements and particles I 
liked, I changed my terrain to match, in this occasion I used a snow texture on 
my higher terrains to give my game more of a dynamic theme. 
Whilst also adding a snow floor texture where my water was previously.
Once I’d given my terrain texture I was happy with, I created snowfall to fit the 
level using a particle generator which I changed myself to collide with the 
terrain and decay as snow would. 
Once I’d had the base aesthetics of my game I worked on a purpose in my 
game, something for the player to do, to give them a sense of direction I 
referred back to the Elementals asset which contained a particle system that 
moved in a chosen direction like wind, I decided to use a few of these to show 
the player where main areas would take place.
After giving the player direction, I needed to give them something with 
purpose such as further exploration, I went about this by making my terrain 
into a flat platforming area in themselves. 
To show the player where to jump next, I used a particle system which was 
pointing to the jumping points, leading the player into the mystery. 
But with jumping and platforming, there’s a chance the player will fall off and 
running around would be a pain, so falling off in different areas will teleport 
the player to one of these “jumping waypoints” which would be the particle 
system.
I added further jumps as well as put in a “portal” particle effect which, when 
touched by the player, will teleport them up to a new area which I’d yet to 
create.
To give more depth into my game and further challenge, I made the portal take 
you to a higher up area on the map which would be an increase of difficulty 
compared to the natural terrain platforming that the player previously went 
through. 
This also has a failsafe in which can be seen if you jumped off a platform other 
than hopping into the Volcano, making my platforming linear but challenging if 
you slip off or mistime a jump, teleporting you back to the start, even if you 
tried to jump out of range of the teleported entry. 
To give my game more direction and purpose, the floating fire ring seen in the 
print screen above will lead you to a volcano, in which you must jump into in 
order to be teleported to an abandoned castle containing my end screen as 
well as a teleporter back to the start of the game.
Once I’d given my game purpose I worked further on tweaking small things, 
making the jumps slightly more challenging and making it more player friendly 
and doable. 
Feedback 
After a few people playtested my game, I saw people were able to fall off in 
places I least likely thought it was possible to slip at, to fix this issue I added 
more teleporters which would act as a failsafe in case people fell nearby the 
jumps. 
As far as people’s opinions on my game go, people thought it was a very 
dynamic and beautiful game to play, though it was very linear and short.
Reviews and opinions 
-“It’s understandable and helpful”- Callum Deighton 
-“Fun platforming experience, I like it c:”- Adam Hughes 
-“An adequate amount of water” -Brandon Mcnamara 
-“Good use of particle systems” -Daryl Bates

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3d unity game workflow

  • 1. 3D Unity Game Workflow Being tasked to create a 3D game which required more of a level design aspect than a coding and physics side of things, it made sense to go more based on aesthetics over gameplay. Starting with my idea for a terrain, I planned to have a forgotten desolate area, surrounded by mountainous regions with small lakes of water. As it was intended to be made from a first person view, I added places for the player to walk around, marked by lighter dirt shades at an equal level.
  • 2. I then took the decision to add more detail to some of my terrain by changing the textures of the hill-based part of the mountains. Using the Asset store I used an Asset referred to as “Elementals” which bases a lot of particle systems for use, once I’d looked into elements and particles I liked, I changed my terrain to match, in this occasion I used a snow texture on my higher terrains to give my game more of a dynamic theme. Whilst also adding a snow floor texture where my water was previously.
  • 3. Once I’d given my terrain texture I was happy with, I created snowfall to fit the level using a particle generator which I changed myself to collide with the terrain and decay as snow would. Once I’d had the base aesthetics of my game I worked on a purpose in my game, something for the player to do, to give them a sense of direction I referred back to the Elementals asset which contained a particle system that moved in a chosen direction like wind, I decided to use a few of these to show the player where main areas would take place.
  • 4. After giving the player direction, I needed to give them something with purpose such as further exploration, I went about this by making my terrain into a flat platforming area in themselves. To show the player where to jump next, I used a particle system which was pointing to the jumping points, leading the player into the mystery. But with jumping and platforming, there’s a chance the player will fall off and running around would be a pain, so falling off in different areas will teleport the player to one of these “jumping waypoints” which would be the particle system.
  • 5. I added further jumps as well as put in a “portal” particle effect which, when touched by the player, will teleport them up to a new area which I’d yet to create.
  • 6. To give more depth into my game and further challenge, I made the portal take you to a higher up area on the map which would be an increase of difficulty compared to the natural terrain platforming that the player previously went through. This also has a failsafe in which can be seen if you jumped off a platform other than hopping into the Volcano, making my platforming linear but challenging if you slip off or mistime a jump, teleporting you back to the start, even if you tried to jump out of range of the teleported entry. To give my game more direction and purpose, the floating fire ring seen in the print screen above will lead you to a volcano, in which you must jump into in order to be teleported to an abandoned castle containing my end screen as well as a teleporter back to the start of the game.
  • 7. Once I’d given my game purpose I worked further on tweaking small things, making the jumps slightly more challenging and making it more player friendly and doable. Feedback After a few people playtested my game, I saw people were able to fall off in places I least likely thought it was possible to slip at, to fix this issue I added more teleporters which would act as a failsafe in case people fell nearby the jumps. As far as people’s opinions on my game go, people thought it was a very dynamic and beautiful game to play, though it was very linear and short.
  • 8. Reviews and opinions -“It’s understandable and helpful”- Callum Deighton -“Fun platforming experience, I like it c:”- Adam Hughes -“An adequate amount of water” -Brandon Mcnamara -“Good use of particle systems” -Daryl Bates