The document describes the process of creating a 3D horror game level in Unity. It involves sculpting a terrain with mountains and adding water, then placing a character controller and flashlight. Textures are applied to the terrain and a house model is placed. A cave is made using rocks and connected to the level with a bridge. Blood textures and teleporting doors are added to the house. Finally, rain particles are included and the brightness is adjusted to complete the dark atmosphere.
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1. Elliot Black 3D Game Work flow
I began making making my game by firstly making a 1000x1000 terrain to be the very basis of my
level.
Next, I started sculpting the terrain, adding steep mountains to house the area my level would take
place in.
2. Here is my terrain when fully sculpted. I left an indentation going around the centre to act as a kind
of moat that would later be filled water. I also carved out a path through a section of mountains that
would later be transformed into a cave.
I then added the water to the moat area and since my game would take place at night, I used a dark
shader on my water.
3. The next step was to add my character controller, placing it into the enclosed section of my map that
would be the starting point of the game.
I wanted my game to horror themed and I wanted it to be quite dark, therefore I imported a flash
light from the asset store that would light up my scene when I added a spotlight onto it.
4. I created a spotlight that would illuminate the area in front of the torch, both of which are parented
to the character controller so that the light moves with the player.
Next, I began to start texturing the terrain applying certain textures where they seemed most
appropriate i.e the hard, rocky texture for the mountains
5. I found a descent house model that would later be enterable through the use of teleporter scripts but
for now I just scaled it to the correct proportions and placed it in the centre of the landscape.
Using the rocks asset pack, I created a cave by placing many rocks around the premade path
through the mountains. The player would have to go through here to get to the next area.
6. I imported a bridge from the asset store to make the cave accessible due to the moat surrounding the
area.
I thought the player camera seemed strange with just a torch hanging out the left side, therefore I
placed an axe on the right side to complete the image of the player holding two items.
7. I needed a bloody floor texture to make it seem like someone was dragged into the cave, therefore I
downloaded a seamless dirt texture online and applied a blood splatter pattern on top by using a
splatter style brush with a dark red colour.
8. I then applied it to my scene, making the blood look like something was dragged out of a hole in the
ground and into the cave.
Next, I had to create the room that the player would be teleported to when walking into the front
door of the house. I made a large rom separated by sections of walls and gave it all a corroded brick
texture to make it extra creepy.
9. I downloaded a carpet texture off the internet and applied it to the floor as the carpet makes it feel
slightly eerier than without.
I also downloaded a door model of the unity asset store that would act as the teleporter prompt to
take the player throughout the building.
10. I added the teleporter script to a hit box on the inside and outside of each door, so that when the
teleporter script is applied to them the teleport between each other, making it seem like walking
through the door.
I wanted a weapon in my game to swing around and make it appear that the player is actually the
antagonist of the game, being an axe wielding murderer. I downloaded an axe from the asset store
and using the built in animation suite, created a swinging motion that my axe would play when left-clicking
the mouse.
11. To make the atmosphere more moody and brooding, I downloaded a rain particle system that would
follow the player around so as not to cause too much lag.
For the jumping puzzle section of my game, its fairly easy to fall in the water and get stuck,
therefore I placed a large hit box under the water with the teleporter script that sends you back to
the start of the puzzle.
12. I felt an end message was appropriate to add to the end of the map therefore I made a bloody
background texture with text on top in Photoshop and placed it onto a square.
Finally, I cranked down the brightness of the level to make the torch more effective and to make the
overall feel of the level seem complete.