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Callum Deighton 
Work Flow of 3D Game 
The task I had was to create a 3D video game level using Unity. 
When I started my 3D Game my first task was to create a terrain and first person object. When 
creating the terrain I used the terrain editor in the inspector, centred it and made the size 
1000x1000 pixels, once I did that I added in the first person controller and moved it so that it would 
be just above the terrain so it could function during gameplay.
Callum Deighton 
Once I had sorted my terrain and camera I next added a skybox to my game so it would make it 
much more detailed and focused on creating some detail on the terrain via raising/lowering and 
smoothing it, I wanted a cliff/mountain style setting so I used that in mind when editing the terrain. 
As soon as I had made the basic layout for my mountains I began on adding some textures so I could 
add some colour to my game. I added some basic textures such as grass, mountain and dirt textures 
and began “painting” my terrain.
Callum Deighton 
Once my terrain had been coloured and detailed I next moved on to adding some water, trees and 
other scenery such as grass and rocks. First I got the animated water texture I was provided with and 
then made it a lot bigger and used it to fill the bottom area of my terrain. Next in the terrain editor 
under the place trees option I added the tree model I was provided with I began adding them to my 
terrain, and soon after I added an animated grass texture which I then added onto my terrain as 
well.
Callum Deighton 
Once I had done all that I decided to create and add my own textures into Unity. First I looked online 
for certain images I would want to use, in this example being snow, and then once I had found a 
texture I liked I would save it and put it onto Photoshop. Once I had it put onto Photoshop I changed 
the resolution and size of the photo so it would fit the texture size and tweaked it a bit. Once I had 
done that I saved it as a .PNG file, added it into unity as a new texture and used it to go over some 
parts of my terrain.
Callum Deighton 
Once I had designed my island terrain I decided to change some of my terrain such as remove the 
trees and add some additional textures to make an improved an accurate setting. Then once I had 
finished my terrain I made a decision to make a platformer game that would take place in the sky 
with the terrain being the background for my game. I would also start importing some assets from 
the unity store (a place where people can upload their creations online for people to download and 
use) to help with my game such as game music and particle systems.
Callum Deighton 
Once I had started making my game I decided to start my game by having the player start by falling 
down a shaft and starting in a small corridor. My plan was to have the small corridor lead to an 
outside area where the player takes place in a platforming puzzle in which there is multiple ways to 
go but only one way is the right way. 
Next I created some more Textures for the walls and platforms and slowly started building out the 
various routes for my level, for example one of the paths would lead to a blue path which requires 
the player to use platforms to navigate up a tall room whilst another would take you a orange path 
which takes the player through long corridors.
Callum Deighton 
After I had created the layout for the platforms and the various paths I next worked on creating a 
teleporter which would direct the player to certain areas I would intend them to go i.e. the wrong 
paths would have a teleporter to take them back to the start of the level whilst the right room would 
take the player to the next area of the game. Also using the teleporter script I created a fall 
boundary in which if the player fell of the map the game would take them back to the start again.
Callum Deighton 
Once I had made my teleporter I next worked on making the new area for the player when they 
chose the right path. I created a bigger shaft for the player to fall down which would eventually lead 
to three more paths for the player to take.
Callum Deighton 
Once I had created my basic layout for the next area I then started to design the individual routes. 
For the red path it would lead to a corridor in which at the end of the corridor it would lead to a 
strange sign that when touched would lead the player back to the start.
Callum Deighton 
When I created the green path it would lead to a massive corridor with a trophy at the end, which 
would make the player believe it’s the right way but would actually lead to a room with the word 
“WRONG” which would then take them back to the start.
Callum Deighton 
When I created the purple path I made it so it would go down a few small drops whilst the player 
would traverse through the corridors. Eventually it would lead to one final drop in which the player 
would be teleported to the winning room. For the winning room I dropped in a couple of particle 
systems and had one of the walls have a giant “A Winner is you” sign which is a homage to early 
retro video games with their poorly spelt text.

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Work flow of 3d game

  • 1. Callum Deighton Work Flow of 3D Game The task I had was to create a 3D video game level using Unity. When I started my 3D Game my first task was to create a terrain and first person object. When creating the terrain I used the terrain editor in the inspector, centred it and made the size 1000x1000 pixels, once I did that I added in the first person controller and moved it so that it would be just above the terrain so it could function during gameplay.
  • 2. Callum Deighton Once I had sorted my terrain and camera I next added a skybox to my game so it would make it much more detailed and focused on creating some detail on the terrain via raising/lowering and smoothing it, I wanted a cliff/mountain style setting so I used that in mind when editing the terrain. As soon as I had made the basic layout for my mountains I began on adding some textures so I could add some colour to my game. I added some basic textures such as grass, mountain and dirt textures and began “painting” my terrain.
  • 3. Callum Deighton Once my terrain had been coloured and detailed I next moved on to adding some water, trees and other scenery such as grass and rocks. First I got the animated water texture I was provided with and then made it a lot bigger and used it to fill the bottom area of my terrain. Next in the terrain editor under the place trees option I added the tree model I was provided with I began adding them to my terrain, and soon after I added an animated grass texture which I then added onto my terrain as well.
  • 4. Callum Deighton Once I had done all that I decided to create and add my own textures into Unity. First I looked online for certain images I would want to use, in this example being snow, and then once I had found a texture I liked I would save it and put it onto Photoshop. Once I had it put onto Photoshop I changed the resolution and size of the photo so it would fit the texture size and tweaked it a bit. Once I had done that I saved it as a .PNG file, added it into unity as a new texture and used it to go over some parts of my terrain.
  • 5. Callum Deighton Once I had designed my island terrain I decided to change some of my terrain such as remove the trees and add some additional textures to make an improved an accurate setting. Then once I had finished my terrain I made a decision to make a platformer game that would take place in the sky with the terrain being the background for my game. I would also start importing some assets from the unity store (a place where people can upload their creations online for people to download and use) to help with my game such as game music and particle systems.
  • 6. Callum Deighton Once I had started making my game I decided to start my game by having the player start by falling down a shaft and starting in a small corridor. My plan was to have the small corridor lead to an outside area where the player takes place in a platforming puzzle in which there is multiple ways to go but only one way is the right way. Next I created some more Textures for the walls and platforms and slowly started building out the various routes for my level, for example one of the paths would lead to a blue path which requires the player to use platforms to navigate up a tall room whilst another would take you a orange path which takes the player through long corridors.
  • 7. Callum Deighton After I had created the layout for the platforms and the various paths I next worked on creating a teleporter which would direct the player to certain areas I would intend them to go i.e. the wrong paths would have a teleporter to take them back to the start of the level whilst the right room would take the player to the next area of the game. Also using the teleporter script I created a fall boundary in which if the player fell of the map the game would take them back to the start again.
  • 8. Callum Deighton Once I had made my teleporter I next worked on making the new area for the player when they chose the right path. I created a bigger shaft for the player to fall down which would eventually lead to three more paths for the player to take.
  • 9. Callum Deighton Once I had created my basic layout for the next area I then started to design the individual routes. For the red path it would lead to a corridor in which at the end of the corridor it would lead to a strange sign that when touched would lead the player back to the start.
  • 10. Callum Deighton When I created the green path it would lead to a massive corridor with a trophy at the end, which would make the player believe it’s the right way but would actually lead to a room with the word “WRONG” which would then take them back to the start.
  • 11. Callum Deighton When I created the purple path I made it so it would go down a few small drops whilst the player would traverse through the corridors. Eventually it would lead to one final drop in which the player would be teleported to the winning room. For the winning room I dropped in a couple of particle systems and had one of the walls have a giant “A Winner is you” sign which is a homage to early retro video games with their poorly spelt text.