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Escape 
Level Design Exercise in Unity 
Petri Lankoski
Goals 
 Learn to use with Unity 
editor in level design 
 Familiarize to simple level 
design task 
Prerequisites 
 Familiar with 
 the Unity interface 
 Materials in Unity 
 How to create textures 
and import them to Unity 
Petri Lankoski
Contents 
 Unity package Escape 
 Level design assignment description 
 Using Escape package 
Petri Lankoski
Escape Package 
How-To 
Petri Lankoski
An Example 
 Intended to show how main pieces are used 
 Prefabs with functionality 
 Not an example of level design 
 Not cover all aspects of level design 
 No examples working with materials and 3D models 
StartScreen 
(scene 0) level1 level2 level3 TheEnd 
Petri Lankoski 
An enemy 
patrolling 
+ door 
A door with 
a lock + 
key + 
power-ups 
Gate + 
lever
Set-up 
 Create New Unity Project 
 File -> New Project 
 It is important to start from 
empty Unity project! 
Select folder and name 
All packages should be unchecked 
Petri Lankoski
Set-up… 
 Download the unity 
package 
 Import package to Unity 
 Assets -> Import Package 
-> Custom Package… 
 Select 
escape_new.unitypackage 
 Click Import 
Petri Lankoski
Prefabs 
 Main components are in 
Prefabs folder 
 Enemy 
 Waypoint 
 Health power-up 
 Power power-up 
 Door 
 Door with key 
 Key 
 Gate 
 Gate with Lever 
 Some wall pieces 
Petri Lankoski
Start Screen 
 Add StartScreen prefab 
 Save scene 
 File->Save 
 Name it as StartScreen 
 Move the StartScreen 
scene to Scenes folder 
 Add scene to Build 
 File->Build Settings… 
 Click “Add Current” 
Petri Lankoski
StartScreen Object 
Write level1 
(new Game loads 
this level) 
Credits screen 
Uses these 
Petri Lankoski
Level1 
 Save Scene 
 Create new scene 
 File -> New Scene 
 Save and name the scene 
 File->Save Scene 
 Name should be level1 
 Move level1 to Scenes folder 
 Add scene to Scenes to be 
build 
 File->Build Settings… 
Petri Lankoski
Building a Level 
Delete Main Camera 
1. GameObject->Create Other-> 
• Directional light 
• Plane 
2. Scale the plane 
3. Move the plane to <0,0,0> 
Add GameManager 
Add PlayerStart 
- Place it above the Plane 
Petri Lankoski
Some Tips 
 Start building your levels at <0,0,0> 
 In project use folders 
 E.g., all scene files belongs to Scenes folder 
 Do not leave thing floating around at the top level 
 In Hierarchy one can use an empty GameObject 
like folder 
 Moving that empty GameObject moves all children 
Petri Lankoski
Building the first Level 
• NextLevel: 
• size: 1 
• Element0: level2 
• If more than one level 
specified, the level is 
picked randomly 
• GameFinished 
• Check if this is 
the game if 
finished after 
reaching this 
door 
Petri Lankoski
Adding an Enemy 
First we need create a 
patrol route for the enemy 
• A three waypoints 
• Rename 
• Waypoint1 
• Waypoint2 
• Waypoint3 
• Make sure that the 
waypoints (colliders) 
are just fully above the 
plane 
Petri Lankoski
Adding an Enemy… 
Add the enemy 
• Place it near 
waypoint1 
• Make sure that the 
enemy 
(CharacterController) 
is just fully above the 
plane 
Connect the Enemy to the 
Waypoint1 
• Drag-and-drop 
Waypoint1 to Target in 
Inspector 
Petri Lankoski
Connecting Waypoints 
1. Select Waypoint1 
2. Drag-and-Drop 
Waypoint2 to 
NextTarget of 
Waypoint1 
3. Select Waypoint2 
4. Drag-and-drop 
Waypoint3 to 
NextTarget 
5. Select Waypoint3 
6. Drag-and-drop 
Waypoint1 to 
NextTarget 
Petri Lankoski
Ready Enemy 
• Save Scene! 
Petri Lankoski
Second level 
 Create new Scene 
 Remove MainCamera 
 Add 
 Plane 
 DirectionalLight 
 GameManager 
 PlayerStart 
 Save scene 
 Name it level2 
 level2 is the name we added to door in level1 
Petri Lankoski
Door with a Lock 
Petri Lankoski 
• Set-up door: NextLevel 
= level3 
• Number of keys 
needed to make door 
visible and accessible
Keys 
Petri Lankoski 
Place three 
keys
Power-ups 
Petri Lankoski 
• Save Scene!
Third Level 
 File->New Scene 
 Delete MainCamera 
 Add 
 DirectionalLight 
 Plane 
 Door (Next Level: TheEnd, check Game Finnished) 
 PlayerStart 
 GameManager 
Petri Lankoski
Gate 
Add walls 
Petri Lankoski 
• Gate prevents 
accessing door 
• We need a way to 
open the game
Switch to the gate 
Petri Lankoski
Gate 
Lever control 
 Disable Type 
 Absolute 
 Lever turns the gate 
on/off 
 Timed 
 Gate will active after a 
Disable Time has 
elapsed. 
 Disable Time 
 Second the game if off 
Off intervals 
 Intervals 
 If check the gate will turn 
on and off randomly 
 Min time 
 Minimum that time (sec) 
that the gate if off in one 
time 
 Max time 
 Maximumthat time (sec) 
that the gate if off in one 
time 
Petri Lankoski
TheEnd scene 
 Create new scene 
 Add TheEnd prefab to the 
scene 
 Save the scene 
 Name it as TheEnd 
 Add to Scenes to be build 
 File->Build Settings… 
Petri Lankoski
Building Web Player 
 File->Build Settings 
 Platform: Web Player 
 Build 
Petri Lankoski
Thanks to 
 Oscar Romin 
 Programming / Electric 
Gates 
 Andreas Jansson 
 Electric gate model 
 Power power-up model 
License 
 Escape Unity Assignment by 
Petri Lankoski is licensed 
under a Creative Commons 
Attribution-NonCommercial- 
ShareAlike 4.0 International 
License. 
Petri Lankoski
Level Design 
Assignment 
Petri Lankoski
Assignment 
 Build a game that has 3–5 small levels using 
Escape Unity package 
 The game is a 1st person sneaking game where 
the player should find ones way via levels that 
are patrolled by monsters. The monsters shoot an 
electrical ray if they see the player. The player 
can turn oneself invisible in order to evade the 
monsters. Being invisible draws energy. If the 
player runs out of energy, it is not possible to turn 
oneself invisible. 
Petri Lankoski
Requirements 
 3–5 small levels (playtime around 2–5 minutes) 
 All main components are in used in the game 
 Do not use every main component type in one level 
 Do not modify the looks of main components 
 Use inspector to fine-tune the behavior of the main components 
 The game is possible to play through 
 No new component with functionality. You should the gameplay using the 
above-listed main components. 
 In addition to ready-made level pieces, create your own pieces to make 
levels in Maya or use Unity’s components 
 Object should be textured and the levels should have one directional light 
 The web player should be less than 100MB 
 Return as Unity Web Player 
Petri Lankoski

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Escape: Level Design Exercise in Unity

  • 1. Escape Level Design Exercise in Unity Petri Lankoski
  • 2. Goals  Learn to use with Unity editor in level design  Familiarize to simple level design task Prerequisites  Familiar with  the Unity interface  Materials in Unity  How to create textures and import them to Unity Petri Lankoski
  • 3. Contents  Unity package Escape  Level design assignment description  Using Escape package Petri Lankoski
  • 4. Escape Package How-To Petri Lankoski
  • 5. An Example  Intended to show how main pieces are used  Prefabs with functionality  Not an example of level design  Not cover all aspects of level design  No examples working with materials and 3D models StartScreen (scene 0) level1 level2 level3 TheEnd Petri Lankoski An enemy patrolling + door A door with a lock + key + power-ups Gate + lever
  • 6. Set-up  Create New Unity Project  File -> New Project  It is important to start from empty Unity project! Select folder and name All packages should be unchecked Petri Lankoski
  • 7. Set-up…  Download the unity package  Import package to Unity  Assets -> Import Package -> Custom Package…  Select escape_new.unitypackage  Click Import Petri Lankoski
  • 8. Prefabs  Main components are in Prefabs folder  Enemy  Waypoint  Health power-up  Power power-up  Door  Door with key  Key  Gate  Gate with Lever  Some wall pieces Petri Lankoski
  • 9. Start Screen  Add StartScreen prefab  Save scene  File->Save  Name it as StartScreen  Move the StartScreen scene to Scenes folder  Add scene to Build  File->Build Settings…  Click “Add Current” Petri Lankoski
  • 10. StartScreen Object Write level1 (new Game loads this level) Credits screen Uses these Petri Lankoski
  • 11. Level1  Save Scene  Create new scene  File -> New Scene  Save and name the scene  File->Save Scene  Name should be level1  Move level1 to Scenes folder  Add scene to Scenes to be build  File->Build Settings… Petri Lankoski
  • 12. Building a Level Delete Main Camera 1. GameObject->Create Other-> • Directional light • Plane 2. Scale the plane 3. Move the plane to <0,0,0> Add GameManager Add PlayerStart - Place it above the Plane Petri Lankoski
  • 13. Some Tips  Start building your levels at <0,0,0>  In project use folders  E.g., all scene files belongs to Scenes folder  Do not leave thing floating around at the top level  In Hierarchy one can use an empty GameObject like folder  Moving that empty GameObject moves all children Petri Lankoski
  • 14. Building the first Level • NextLevel: • size: 1 • Element0: level2 • If more than one level specified, the level is picked randomly • GameFinished • Check if this is the game if finished after reaching this door Petri Lankoski
  • 15. Adding an Enemy First we need create a patrol route for the enemy • A three waypoints • Rename • Waypoint1 • Waypoint2 • Waypoint3 • Make sure that the waypoints (colliders) are just fully above the plane Petri Lankoski
  • 16. Adding an Enemy… Add the enemy • Place it near waypoint1 • Make sure that the enemy (CharacterController) is just fully above the plane Connect the Enemy to the Waypoint1 • Drag-and-drop Waypoint1 to Target in Inspector Petri Lankoski
  • 17. Connecting Waypoints 1. Select Waypoint1 2. Drag-and-Drop Waypoint2 to NextTarget of Waypoint1 3. Select Waypoint2 4. Drag-and-drop Waypoint3 to NextTarget 5. Select Waypoint3 6. Drag-and-drop Waypoint1 to NextTarget Petri Lankoski
  • 18. Ready Enemy • Save Scene! Petri Lankoski
  • 19. Second level  Create new Scene  Remove MainCamera  Add  Plane  DirectionalLight  GameManager  PlayerStart  Save scene  Name it level2  level2 is the name we added to door in level1 Petri Lankoski
  • 20. Door with a Lock Petri Lankoski • Set-up door: NextLevel = level3 • Number of keys needed to make door visible and accessible
  • 21. Keys Petri Lankoski Place three keys
  • 22. Power-ups Petri Lankoski • Save Scene!
  • 23. Third Level  File->New Scene  Delete MainCamera  Add  DirectionalLight  Plane  Door (Next Level: TheEnd, check Game Finnished)  PlayerStart  GameManager Petri Lankoski
  • 24. Gate Add walls Petri Lankoski • Gate prevents accessing door • We need a way to open the game
  • 25. Switch to the gate Petri Lankoski
  • 26. Gate Lever control  Disable Type  Absolute  Lever turns the gate on/off  Timed  Gate will active after a Disable Time has elapsed.  Disable Time  Second the game if off Off intervals  Intervals  If check the gate will turn on and off randomly  Min time  Minimum that time (sec) that the gate if off in one time  Max time  Maximumthat time (sec) that the gate if off in one time Petri Lankoski
  • 27. TheEnd scene  Create new scene  Add TheEnd prefab to the scene  Save the scene  Name it as TheEnd  Add to Scenes to be build  File->Build Settings… Petri Lankoski
  • 28. Building Web Player  File->Build Settings  Platform: Web Player  Build Petri Lankoski
  • 29. Thanks to  Oscar Romin  Programming / Electric Gates  Andreas Jansson  Electric gate model  Power power-up model License  Escape Unity Assignment by Petri Lankoski is licensed under a Creative Commons Attribution-NonCommercial- ShareAlike 4.0 International License. Petri Lankoski
  • 30. Level Design Assignment Petri Lankoski
  • 31. Assignment  Build a game that has 3–5 small levels using Escape Unity package  The game is a 1st person sneaking game where the player should find ones way via levels that are patrolled by monsters. The monsters shoot an electrical ray if they see the player. The player can turn oneself invisible in order to evade the monsters. Being invisible draws energy. If the player runs out of energy, it is not possible to turn oneself invisible. Petri Lankoski
  • 32. Requirements  3–5 small levels (playtime around 2–5 minutes)  All main components are in used in the game  Do not use every main component type in one level  Do not modify the looks of main components  Use inspector to fine-tune the behavior of the main components  The game is possible to play through  No new component with functionality. You should the gameplay using the above-listed main components.  In addition to ready-made level pieces, create your own pieces to make levels in Maya or use Unity’s components  Object should be textured and the levels should have one directional light  The web player should be less than 100MB  Return as Unity Web Player Petri Lankoski