Project 2: Level Design Prototyping

How to create a sci-fi room

By using prefabs made from different elements

Eero Saarinen

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Showing the sci-fi room from the players viewpoint.
The sci-fi room from the players viewpoint.

Now that I have a place where I can get assets from and know some handy shortcuts, it is time to design a level prototype. It will be a sci-fi themed room. In this room I will only use smaller assets and build larger ones out of them.

Of course there might be suitable assets for walls, floors, ceilings, etc. But by doing it this way helps me learn how to make my own assets if I can’t find one that I like or one that fits the scene.

As examples I give two wall segments and a hallway ceiling. Both of the wall segments have assets that are the same and assets that are different. The parts that are the same tie them stylistically together, but the parts that are different make them visually more interesting. To make them pop out even more, other assets are used to make them have more depth.

The image of the two wall segments with which the whole room’s walls have been constructed.
The two wall segments with which the whole room’s walls have been constructed.

This same holds true to the hallway ceiling. Even though the base assets are the same as for the walls and the floors, by using additional elements on top of the simpler assets the ceiling can be made more interesting.

The image of the hallway ceiling.
The hallway ceiling.

After they are finished, all of these constructed assets are saved as prefabs. This way they can be used again, either to extend the level prototype or to make other levels or rooms and make them have the same visuals. For example constructing a whole compound out of them.

The last thing to do is to clean up the Hierarchy view. To do this, at the top level there are two game objects called Dynamic and Static. The dynamic will have all the assets which have some logic in them, in my level only the door is dynamic for now, and the static one has all the elements which have no logic.

Showing how to clean the Hierarchy view by categorizing the different elements.
Cleaning the Hierarchy view by categorizing the different elements.

These are separated further into different categories which denote their functionality in the project. The image shows the separation of the walls as an example.

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