Boardwalk
Boardwalk is a 3D level I developed from the concept stage to a playable prototype in Unity. The level plays as a walking simulator with a duration of around five minutes from start to finish. I designed the level to guide the player through each area without explicit signage using lighting, audio, and scene composition.
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WHAT I CONTRIBUTED
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PROCESS
1. Concept and moodboard: My process for developing the level began with brainstorming concepts for a walking simulator, then narrowing down the core ideas I wanted to pursue. I created a moodboard and short description: "A cheery beachside boardwalk at dusk, illuminated by lanterns and string lights."
2. Paper prototype: I drew a 2D layout image with numbered areas indicating how I wanted each section to feel and play. 3. Greybox: I assembled the level in Autodesk Maya, modeling general shapes for terrain and buildings. I composed intentional shots/viewpoints in several places to create memorable points of interest. 4. Export to Unity and playtest: I exported the level as a .fbx from Maya and imported it into Unity. After adding a first-person controller, I tested the walk-through and made adjustments to object placements. Since I wanted to be able to change layouts in Unity without going back to Maya first, I exported structures and props as individual models. 5. Color and lighting pass: I assigned flat color materials to all of the models in Unity, then adjusted the directional light to create the atmosphere I was looking for. I added emissive materials to light bulbs and placed point and spot lights where needed. I baked most of the lights to a lightmap to improve performance. I also used a free skybox from the Unity asset store to enhance the lighting and atmosphere. 6. Additional props: To add more life and interest to the environment, I modeled and placed a handful of environment props, including surfboards, clothing racks, tables, chairs, and plants. 7. Audio pass: I assembled several ambiance tracks from freesound.org and placed spatial audio sources to create an immersive soundscape. |