Posted April 14, 2020 by Noise Hunters
##NoiseHunters ##IndieDev ##GameDev ##madewithUnity ##IndieGame
Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back!
Today we will see the process we do to transform a level from "Blockout" state to "Par Standard".
First we must explain what we mean by Blockout and Par Standard:
Now in Noise Hunters, first we start with a blockout section. Our levels are divided in sublevels, so several members can work at the same time without corruption problems and we favour optimization by having less object per level.
First we see the path the player will take and think how to insinuate it with the placement of objects. Also, identify the "setting" of the level, to use appropriate assets.
Secondly we replace the floor tiles with final assets. With this tiles we can easily show the path and without been too exaggerated. After all the floor tiles are placed we change all the place holders with final assets (It is not completely necessary to fit perfectly the place holder with a final asset). Finally we place props in places where we think are empty or trying to show the path.
This way you end up with a prettier level and almost ready to be published (Polish recommended). Depending on the team, some divide the "Par Standard" in two, getting a more polished finish by the end. This depends on the time and size of the team.
Thanks for reading and don’t make any noise! 🤫
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Mail: noisehuntersgame@gmail.com