This project was done as a demonstration of the type of environment and level building technologies we will be using for upcoming Games.
The level itself consists of multiple assets, that were created using the Modular Level Design methodology, and to prove and test the methodology, specifically for workflow and timeline estimates and processes.
Small, re-usable assets were created, and used to build the Castle and floors from the ground up.
The project was completed in 3 weeks by myself, all assets and textures *(except for the tree and grass textures) were created using various digital photographs (mostly courtesy from https://www.gameinstitute.com) and images with photoshop, no textures were downloaded from the internet.
All the Castle assets are Parallax mapped, using a Diffuse, Normal and Displacement channel. The terrain was created manually, using a height map created in photoshop, using a grey scale image as the base, Blurb *(the fully animated character in the level) serves as the main character for this level, and was created from an earlier project, and exported as a Unity re-usable package.
The level also comprises of a rotating Skybox, whereby the clouds are seen slowly moving in the background, the script was developed by myself, the shader to multiply and rotate the vertices of the skybox, was created by overriding Unity’s built-in standard Skybox shader.
The sun will also intensify, and move around realistically, to simulate the Day/Night cycle, this was done using a custom written re-usable script, the Skybox will also tint to specified colours to simulate Dawn/Dusk.
Another custom script was also written to interpolate the point lights in the scene, as you move around in the castle, the lights will fade out and in, as you move further away, and closer to them, thereby gaining processing. There are 18 point lights in the scene, the particle emitters are Unity’s standard fire and flame emitters, and so are their particles / textures.
The FPS for this level is pretty consistent and acceptable in Full Screen mode, with no real lag detected in rendering tests.
Static batching is also used to render assets by Material ID’s, this project not uses Unity3D, with DirectX9 as the graphics API.
The level uses Unity’s occlusion culling, with their BSP tree culling built-in mechanism. And drastically improves performance.
Assets like these were created in 3DS Max, then textured in Mudbox, and photoshop, then imported into Unity to construct the Castle.
The construction process was done in Unity, and by snapping assets to the Grid.
First the perimeter wall was constructed.
Then the castle first floor, then the walls, and room walls, then the second floor and roof was made. Trim pieces were added were seams could be an issue.
All assets were Parallax mapped, so it contains a Diffuse, Normal and Displacement channel.
Then the terrain was created from a HeightMap, brushed in photoshop, and imported into Unity.
The terrain is texture splatted with 3 different textures, alpha blended using Unity’s terrain splat painter.
Vegetation was also created using Unity, Trees, grass and Rocks were added, the rocks were created in Max, using a simple rock, subdivided to a few extra verts, and noise modifier added.
Unity has the ability to mass place these objects.
Water was also added, using Unity’s water system.
Next a skybox was created and added to the scene, custom scripts were then written to rotate the skybox, so as to have moving clouds.
Then the sun was animated, as to provide more realistic sunlight, Unity’s built in sun flare was also added to create a visible sun in the level. The DayNight script was custom written to constantly animate the sun’s angle, and to set the sun’s intensity at dusk, dawn, day and night time.
The custom script also controls the weather, and tints the skybox the appropriate color for dawn/dusk/day/night.
Furniture was then made in 3DS max, and added to the interior, for extra effect.
A link to the latest Video, showcasing this project.