The document describes the process of building a multi-room dungeon level in Unity. Key details include:
- The creator started with a single room with 4 doorways to allow flexibility in building corridors. Two identical rooms were then duplicated and connected by a bridge.
- Additional rooms were added on lower levels, including a prison area with multiple cells. Platforms and stairs connected the various rooms.
- Lighting, textures and other details were added throughout to improve atmosphere. This included torch models, particle effects for fire, and skybox/fog settings.
- Structural elements like pillars and fences were refined. Furniture and bars were added to cells. The level was bounded and invisible walls
1 of 41
Download to read offline
More Related Content
3D Game Environment Workflow
1. The first thing I did is Ive created a room with a
doorway on each wall. I was not sure how many
corridors and other rooms I will want to build, so Ive
built 4 doorways with the idea that I can get rid of them
If I dont need them.
2. Each doorway is shaped slightly different because I was
experimenting with the arch shapes.
3. The next thing I did was duplicating the whole room.
Now I have got 2 identical rooms.
4. I decided to connect them with a bridge that will later
be transformed into a corridor.
One thing that I didnt mention yet is textures. I have
created 2 materials (one for floor and one for walls) and
applied them.
5. I decided to build my third room a level below the two
other rooms. And I want it to be a room with multiple
prison cells.
6. I have built walls around this room and created some
arches for doorways.
7. In my first room I created this platform that will be used
to get to another room on the second floor.
8. This is what the room on the second floor looks like. It is
slightly smaller and has stairs leading to another room.
9. This fifth room is also quite small and is connected to
the second room.
10. The little bridge that was connecting the first two rooms
now has a ceiling.
11. Then Ive decided to make another room and make
quite special. Started with the stairs.
12. Here is my last room, as you see it has thinner walls.
17. As you see I have finished all roofs and applied textures
from the asset store. I also created the ground to
expand my level. Before I did this my buildings were
floating in the skies.
18. Screenshot showing the inside. This is what the textures
look inside. Ive added a green point light to make it
more atmospheric.
20. I placed red light in this room. Later on I am planning to
have multiple torches on the walls as sources of light.
21. I applied the textures to every surface on the level.
22. This bottom level is going to be an extra place where
the player will be able to go. It will have some objects
that will serve as cover for players to hide behind them.
23. On the asset store I found a sky box that suits me and
imported it into my project. I decided to create a night
time level and chose the skybox accordingly. I also
ticked fog in the lighting bar and made my level a bit
foggy. Fog is only visible on the bottom level because it
is a large open space.
24. I have finished the roof in my prison room. If you look
from the top it looks a bit weird but the players will only
see it from the inside where it is fine. As you see I have
also applied the same texture to this room making it
look similarly to other rooms and fixed some problems
and holes in the walls and ceilings. They appeared
because of this unusual shape of architecture.
25. Moving to my first room, I have built another ladder
from room 1 to the bottom floor. It is curved and can be
also used a place for the players to hide. At the moment
there are only 2 stairs that you can use to get to the
main 4 rooms from the bottom level.
26. Before I created torches I decided to create fire that
these torches will have. So I have added a fire particle
from the asset store and created a point light. Placed
them into the same spot to create an illusion of fire
giving light. As I create torches I will do the same for all
of them and make the light up my rooms.
27. I have added three more light sources to light up the
corridor. I think the lighting looks natural and fancy.
28. To create my torches I opened Blender and created this
3D model. I am going to place the fire effect into the
torch to make it look realistic.
29. Here is what the torch looks like inside the project. Now
I am going to duplicate this torch and create around 5 of
them. At this stage I have experimented with adding
shadows to these lights but adding hard shadows create
really weird shadows because of the torches and I
decided to turn them off.
30. Looking at my level I thought that my architecture is too
simple in some places so I changed the shape of the
pillars and replaced the old ones with these -
31. I have improved the small pillars and the tallest pillar
too.
Small ones -
33. Then I started duplicating torches and placed them into
another corridor. I decided to use torches only in
corridors.
34. To make the level a bit more interesting I have added
more objects to use as cover. I did this by duplicating
existing pyramids and balls.
35. Continuing to make the level more complicated and
interesting. I have decided to create a fence around the
level so that players wont be able to fall off the level.
This is what the base of the fence will look like.
36. As you can see, then I have added the top bar to
complete the fence and have copied and pasted it to
every side of the bottom floor. I feel like every level
must have some limits to make it clear where it ends
and to show the players where they cannot go.
37. I have added these benches in each cell so that the cells
dont look so empty.
38. To finish of the cells I have created these bars in Blender
and imported them into the project.
39. Here is what they look when I placed them in place. I
have made 1 cell opened so that the player could enter
in.
41. The last thing that Ive done is placed a wall to block
this doorway and have set it to invisible. Otherwise the
player would fall off the level as he tries to walk in
there.