Self Initiated Project: Unity Lights

Given how different Unity is to UDK, I had to do some extra research around the lights within the engine to see what I could do to light the level up. I found this tutorial on the Unity YouTube page that helped me understand the basic concepts of lighting within Unity. While it was relatively informative, it was particularly overwhelming for a newcomer to the software to follow along. If I do come across an issue with the lighting within the engine, I may just resort to default lighting and display it as an environment piece instead of having it lit to correspond to the theme.

Self Initiated Project: Building A Scene In Unity

Being generally unfamiliar with Unity, I decided to look for a tutorial of sorts that would help me in understanding how to setup various things within Unity, such as materials, lights and various other things. This would be building upon the knowledge gained prior from the roll-a-ball tutorial that gave me the insight on basic placement within Unity.

I found this one relatively informative and helpful in deciphering how to apply textures, utilizing normal maps and some general lighting concerns I had within Unity.

Self Initiated Project – Gone Home Research

When looking into games that fit this specific type of project, the one game that jumped out at me was one that I had previously looked at in a previous module in a different context, Gone Home. An Indie game created by The Fullbright Company, is a game that is essentially exploring a house. Although not on par with the concept of my project being that it’s a stealth game and not an exploration game, its environment and level design is notable as a recent piece that is relevant to the primary objective of the project and thus is potentially influential in helping me decide on the final design for the level. The other thing to note, of which is why I selected to re-discuss this game, is that it is made in Unity, the engine I intend on creating my level within.

Here we have a screenshot from the game that depicts a bedroom. The primary launching point from the concept of my project is that it starts within the players bedroom and leads on from there as the player discovers why their house is being invaded but also trying to stay alive. The reason I decided to show this screenshot in-particular is because of how easily it is to display life and storytelling within a level just from the items on screen. Whether or not I could replicate something of this visual fidelity within my allotted semester time span given how many rooms I have to cover, is another issue that may reduce the quality overall but won’t impact the end result too much.

I included this one as a reference point for how I want to intend to produce the lighting within the level. Scenic and horror-movie esque that visually intensifies the situation. Now it’s a similar situation in both games that it’s based at night in order to provide that element of mystery, although with my intended project I do intend on having most lighting off within the level which isn’t particularly an easy thing for the player as they need to see where they are going so I’m sure I can negotiate some source of lighting within my level somewhere.

These two are reference for how populated the level could become in terms of assets, I’m not particularly sure on how many assets I want to create for the level as my main concern is the level itself but without assets it wouldn’t particularly be representative of an actual house if nothing was present.

Lastly, this image is a screenshot from within Unity that the developers had taken during development. It may not seem like much but when it comes to designing the level it’ll help me immensely when it comes to designing how each floor and room will be designed and put together in Unity.

For those wondering, the RockPaperShotgun article that discusses Gone Home more in depth in its prereleased form, can be found here.

Self Initiated Project: Unity Stealth Research

Although not of top priority, I took it upon myself to do some research around how to make a stealth game within Unity and found the Project: Stealth tutorial section. I didn’t attempt the tutorial myself as of yet because I was just preparing and gathering research for use at a later date, but click on the screenshot for a link to the tutorial if you are someone potentially interested in creating a Stealth Based game within Unity. It’s marked as a beginner guide, so it may prove useful for me later on in the project if I progress that far, If I don’t i’m sure I will use this in some capacity on the project once it becomes something I can take fully into my own personal time.

Self Initiated Project: Picking Up Objects

As an extension to the roll-a-ball tutorial, I found a supplementive aspect of it that showed the player to pick-up objects. This may prove useful later on in the project if I progress onto doing tertiary objectives so that I can move assets around the level. It might not be the same ethic as what I may have envisioned the player doing with assets, but I’m sure that it can be used as a basis or temporary placeholder for the player to pickup items.

Self Initiated Project: Unity Research

Having absolutely no prior experience with Unity, I decided to dive in at the deep end and run through one of the more well known tutorials to get a basic understanding of how things work. This being the ‘Roll-a-Ball’ tutorial, of which guides the user through an 8-step tutorial of creating; a level, having a movable object and that object being able to ‘pick-up’ other objects.

For those interested in following suit, the tutorial is available from Unity’s own tutorials section, here

Note: I would’ve recorded a brief look at the end result but my video recording software has decided to stop working for me, so I shall update this post if I get around to fixing that issue. For now, enjoy these screenshots I took whilst going through the tutorial. (Yes, I left the walls at a disproportionate size in comparison to that prescribed in the tutorial, I apologise to those with OCD)

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The main aim of this tutorial was to be a vehicle for the user to learn the basics of Unity, whilst also having something tangible in itself as an end product. I thought personally it was a fantastic starting point for learning the ins and outs of Unity and provided me some very valuable and key information from the individual voicing and going through the tutorial. Doing this has indeed left me in a position of which I would feel comfortable moving forward with my own project and being confident in producing something using Unity.