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Showing posts with label Unity. Show all posts
Showing posts with label Unity. Show all posts

Monday, May 12, 2014

Let's Build an Environment: Modular Assets

Hello again,

Today I'll be talking about taking the messy geometry I first made to layout the level, and refining that into something much more efficient and reminiscent of an old forgotten World War 2 gun battery. My goal main goal now, is to take this level and turn it into separate pieces so the level can be modular.

I first go over the level I have now, and I eliminate some unnecessary rooms and hallways. While I'm doing this, I'm also identifying what each room is used for, and what the story might be behind it as I go. I'm trying to find a good point in between practicality and the organic feeling you get from the original layout.

Rough parsed level layout with room identifications.
Once the excessive bits have been parsed down, I start to break down the area into smaller bits. I want to be as conservative as I can be in this step, but not break from my parsed down layout. I decide on a grid scale for the simpler assets to abide by first, in this case a 1x1 square on my grid would be 4x4 meters, and all hallways height's would be 3 meters. I then made the simple hallway objects from scratch, having them match the dimensions of the layout as closely as I could. From there I took each of the unique pieces and adjusted them so they could connect with the modular hallways.

First pass modular geometry.
As soon as the layout was complete I exported each object and created the bunker layout in Unity. For there I did a camera pass, which made the level navigate able by the player. With the level laid out I could now go in and model out the geometry of each piece without having to layout the level any further. Below are pictures of the final modeled pieces and the final level layout.

Second pass modular geometry.
Level layout with modular geometry.






Monday, April 28, 2014

Multiplayer!

Branden got it set up so that we could walk around the level with multiple people! So we did the only logical thing: run around the level taking pictures of the two protagonists with a third hiding creepily in the background. 


Dani and Gabe with Dani lurking in the background, shot 1
   
Dani and Gabe with Dani lurking in the background, shot 2

Dani and Gabe with Dani lurking in the background, shot 3

Monday, March 17, 2014

State of the Environment 5

Here are some quick screenshots from Unity to show you our environment so far Our second color pass is looking successful as we altered all of our original textures and used a cooler and bluer pallet to create our new textures. We still have interior assets and lighting, soon to come.








Monday, January 20, 2014

State of the Environment 3

Made some changes to the plant textures, added a temporary skybox, and added color to the remaining untextured elements. Not to mention adding Dani to the scene! Still working out alpha blending issues within unity, but the scene is in and playable. 

Unity Screenshot - First camera placement

Unity Screenshot - Panned first camera placement

Unity Screenshot - Panned first camera placement

Sunday, September 22, 2013

Audio Programming


Hello internet!  I'm Paul Kankiewicz, a programmer on Project Kassa.  I have only very recently started using Unity, but I feel like I've been learning fast.  I was tasked with creating a sound manager for our project.  Here's a short video demonstrating my work:


This is currently just a test project that I did to learn how to program sound stuff in Unity.  This project currently uses one script for each behavior type.  In the future, I will be reworking this to make it so that one script can be applied to any audio source.  Then, the user can select the behavior they desire, plug in any necessary input data, and sound will play according to the selected behavior.  Currently, there is functionality for 3D sound, like the music box, repeatable sounds, delayed sounds, sounds that only play once ever, and sounds that loop when the player is within a certain collision volume.