{"id":1612,"date":"2021-09-24T17:07:17","date_gmt":"2021-09-24T17:07:17","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2021\/?page_id=1612"},"modified":"2021-11-18T16:01:26","modified_gmt":"2021-11-18T16:01:26","slug":"assignment-layout-and-blockout","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2021\/assignment-layout-and-blockout\/","title":{"rendered":"Assignment: layout and blockout"},"content":{"rendered":"<p>Create a miro board and start sketching your game space(s).<\/p>\n<p>All team members have to read these quick chapters about level design and discuss their implications for their project:<\/p>\n<p><a href=\"https:\/\/book.leveldesignbook.com\/process\/preproduction\/pacing\">https:\/\/book.leveldesignbook.com\/process\/preproduction\/pacing<\/a><br \/>\nIn your miro draft answer the various questions you encounter in the text.<\/p>\n<p><a href=\"https:\/\/book.leveldesignbook.com\/process\/layout\">https:\/\/book.leveldesignbook.com\/process\/layout<\/a><br \/>\nTry different kinds of spatial layouts, bubbles, parties, volumes<\/p>\n<p><a href=\"https:\/\/book.leveldesignbook.com\/process\/layout\/flow\">https:\/\/book.leveldesignbook.com\/process\/layout\/flow<\/a><br \/>\nMore relevant for action-based 3d games but worth discussing for 2d games as well<\/p>\n<h2>Blockout<\/h2>\n<p>For next Friday you&#8217;ll have to prepare a blockout of your game world.<\/p>\n<p>A blockout or grayboxing is a navigable sketch of a level that gives you an idea of the experience, the flows, the scale and the main volumes.<br \/>\nIt&#8217;s done with tools that are easy to iterate on within the engine.<br \/>\nIt uses placeholders art or modules<\/p>\n<p><strong><a href=\"https:\/\/twitter.com\/Baxayaun\/status\/1046401059483193344\">check out this thread<\/a> &#8211; <a href=\"https:\/\/twitter.com\/hashtag\/Blocktober?src=hashtag_click\">#blocktober<\/a><\/strong><\/p>\n<p>Like you did in class, read these short chapters, try to answer the questions they pose in relation to your project and discuss them with your team.<\/p>\n<p><a href=\"https:\/\/book.leveldesignbook.com\/process\/blockout\">https:\/\/book.leveldesignbook.com\/process\/blockout<\/a><\/p>\n<p><a href=\"https:\/\/book.leveldesignbook.com\/process\/blockout\/massing\">https:\/\/book.leveldesignbook.com\/process\/blockout\/massing<\/a><\/p>\n<p><a href=\"https:\/\/book.leveldesignbook.com\/process\/blockout\/massing\/composition\">https:\/\/book.leveldesignbook.com\/process\/blockout\/massing\/composition<\/a><\/p>\n<p><a href=\"https:\/\/book.leveldesignbook.com\/process\/blockout\/massing\/landscape\">https:\/\/book.leveldesignbook.com\/process\/blockout\/massing\/landscape<\/a><\/p>\n<p>The actual blockout has to be done in the engine and it should be an extension of the control system project.<\/p>\n<p>For 3D and 2.5D consider these tools:<\/p>\n<p>PLEASE DON&#8217;T USE EXCLUSIVELY UNITY&#8217;S PRIMITIVES FOR THE BLOCKOUT, IT WILL SUCK FOR YOU AND I WILL BE VERY UPSET.<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/www.youtube.com\/embed\/Ed_HbclUiCY\" width=\"560\" height=\"315\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\" data-mce-fragment=\"1\"><\/iframe><\/p>\n<p><strong>SabreCSG<\/strong><br \/>\n<a href=\"https:\/\/www.youtube.com\/channel\/UCqJw0J9SMGohlEEzJ6UhoAw\/videos\">More tutorials<\/a><br \/>\n<a href=\"https:\/\/github.com\/sabresaurus\/SabreCSG\">https:\/\/github.com\/sabresaurus\/SabreCSG<\/a><br \/>\nNon-destructive modelling using simple shapes (brushes). Allows you to subtract (cut) shapes from others, and allows you to modify afterwards, so it&#8217;s easy to remove a door just by deleting the shape. Downsides are that it doesn&#8217;t work well for organic shapes, generates a lot of brushes, and will have to be converted to a mesh afterward if you need it to be a physics object. Best for on-grid buildings for walls\/rooms.<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/www.youtube.com\/embed\/GioRYdZbGGk\" width=\"560\" height=\"315\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\" data-mce-fragment=\"1\"><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"probuilder and progrids\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/t_u9jPY1w-0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n<p><strong>Probuilder + Polybrush + Progrids<\/strong><br \/>\n<a href=\"https:\/\/www.youtube.com\/user\/Unity3D\/search?query=Probuilder\">More tutorials<\/a><br \/>\n<a href=\"https:\/\/unity3d.com\/unity\/features\/worldbuilding\/probuilder\" target=\"_blank\" rel=\"noopener noreferrer\">https:\/\/unity3d.com\/unity\/features\/worldbuilding\/probuilder<\/a><br \/>\n<a href=\"https:\/\/unity3d.com\/unity\/features\/worldbuilding\/polybrush\">https:\/\/unity3d.com\/unity\/features\/worldbuilding\/polybrush<\/a><\/p>\n<p>Destructive (can&#8217;t be undone much later) polygonal modelling where you cut edge loops into shapes. Putting windows into a wall can be hard if your door has created edges in unfortunate places. Removing a door\/window will be very difficult after its creation.<br \/>\nPolybrush is similar to probuilder but more appropriate for organic shapes.<br \/>\nPurchased by Unity but still technically &#8220;preview&#8221; packages meaning they are a bit buggy.<\/p>\n<p><strong>Unity Terrain<\/strong><\/p>\n<p><iframe loading=\"lazy\" title=\"terrain\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/TetNL6fsgOk?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n<p>Good for natural environments, highly optimized and easy to use.<\/p>\n<p>More <a href=\"https:\/\/www.youtube.com\/watch?v=aQUJ9qMMhlQ&amp;ab_channel=ThomasBrush\">Terrain tutorial<\/a><br \/>\nterrain tools package <a href=\"https:\/\/www.youtube.com\/watch?v=ddy12WHqt-M&amp;ab_channel=UGuruz\">tutorial<\/a>&#8211; adds extra features<\/p>\n<p>To play around you can download a big (800MB) <a href=\"https:\/\/drive.google.com\/file\/d\/1o3BD4qBzTItxGm22NVxmrDGcbrPUe3jR\/view?usp=sharing\">package with trees, rocks, terrain textures, and water here<\/a>\u00a0they are all from the asset store.<\/p>\n<p><strong>Some Unreal oriented resources<\/strong><br \/>\n<a href=\"https:\/\/www.worldofleveldesign.com\/categories\/level_design_tutorials\/guide-to-blocktober.php\">https:\/\/www.worldofleveldesign.com\/categories\/level_design_tutorials\/guide-to-blocktober.php<\/a><\/p>\n<h2>Placeholder assets<\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-1614\" src=\"http:\/\/mycours.es\/gamedesign2021\/files\/2021\/09\/preview_kenney.png\" alt=\"\" width=\"918\" height=\"515\" srcset=\"http:\/\/mycours.es\/gamedesign2021\/files\/2021\/09\/preview_kenney.png 918w, http:\/\/mycours.es\/gamedesign2021\/files\/2021\/09\/preview_kenney-300x168.png 300w, http:\/\/mycours.es\/gamedesign2021\/files\/2021\/09\/preview_kenney-768x431.png 768w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/>It might make sense to use found assets as placeholder rather than just cubes. Check out free resources, in particular modular elements:<\/p>\n<p><a href=\"https:\/\/www.kenney.nl\/assets\">https:\/\/www.kenney.nl\/assets<\/a><br \/>\n<a href=\"https:\/\/assetstore.unity.com\/?category=3d&amp;free=true&amp;orderBy=1\">Unity Asset Store<\/a> filter by free<\/p>\n<p>Assets from non-game oriented sites are more likely to create problems. You will find a lot of game-ready stuff on the sites below.<\/p>\n<p><strong>Finding assets online<br \/>\n<\/strong><\/p>\n<p><iframe loading=\"lazy\" title=\"Unity: importing found assets\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/PQ-B5d82_LY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><strong>The video covers: finding and importing found assets, import settings.<\/strong><\/p>\n<p>The best type of files are FBX and OBJ. You can usually import .blend. There are plenty of website with free assets online but some of them are a bit sketchy.<br \/>\nThese ones are legit and have a lot of free stuff, they generally require a free account:<\/p>\n<p><a href=\"https:\/\/sketchfab.com\/3d-models\/popular\">https:\/\/sketchfab.com\/3d-models\/popular<\/a> artsy\/stylish stuff not always great for games. <em>Show download and import<\/em><br \/>\n<a href=\"https:\/\/www.cgtrader.com\/\">https:\/\/www.cgtrader.com<\/a><br \/>\n<a href=\"http:\/\/www.blendswap.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">http:\/\/www.blendswap.com\/<\/a><br \/>\n<a href=\"https:\/\/free3d.com\/\">https:\/\/free3d.com\/<\/a><br \/>\n<a href=\"http:\/\/opengameart.org\/\" target=\"_blank\" rel=\"noopener noreferrer\">http:\/\/opengameart.org\/<\/a><br \/>\n<a href=\"http:\/\/www.models-resource.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">http:\/\/www.models-resource.com\/<\/a><br \/>\n<a href=\"http:\/\/archive3d.net\/\" target=\"_blank\" rel=\"noopener noreferrer\">http:\/\/archive3d.net\/<\/a>\u00a0(mostly hi-res architectural 3ds)<br \/>\n<a href=\"https:\/\/kenney.nl\/assets?q=3d\">https:\/\/kenney.nl\/assets?q=3d<\/a> (cutesy low poly)<br \/>\n<a href=\"https:\/\/kenney.nl\/assets?q=3d\">http:\/\/quaternius.com\/index.html<\/a> (cutesy low poly)<br \/>\n<a href=\"https:\/\/davidoreilly.itch.io\/\">Everything library<\/a> free generic low poly assets from the game Everything<br \/>\n(expand the fbx in assets &gt; drag the mesh in the scene &gt; create new material &gt; assign &gt; change the material shader to Particles\/Standard Surface to show the vertex colors)<\/p>\n<p><strong>Note<\/strong>: Some models will not import properly.<br \/>\nIf they have a messy geometry, dark faces or holes, it\u2019s probably easier to find an alternative model<br \/>\nSome textures and materials may not work, it&#8217;s kind of normal. I recommend to change all the materials within Unity for this assignment.<\/p>\n<p>Remember we are working in <strong>real time<\/strong> so we need low poly count models!<br \/>\nWhat does low poly mean? It\u2019s relative. For a character or prop, in anno domini 2020, the model on the right is preferable.<br \/>\nIf, when visualizing the wireframe, the edges are too dense to blend together, the model is definitely too detailed for this purpose:<\/p>\n<h2><a href=\"http:\/\/mycours.es\/ems2\/files\/2020\/10\/white-tiger-high-poly-and-low-poly-3d-model-low-poly-max-obj-3ds-fbx-mtl-768x432-1.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2506\" src=\"http:\/\/mycours.es\/ems2\/files\/2020\/10\/white-tiger-high-poly-and-low-poly-3d-model-low-poly-max-obj-3ds-fbx-mtl-768x432-1.jpg\" alt=\"\" width=\"560\" height=\"316\" \/><\/a><\/h2>\n<p>&nbsp;<\/p>\n<h2>What about 2d projects?<\/h2>\n<p>Yes, most of this applies to 2D as well. It&#8217;s not called blockout because there are no blocks in 2d but it&#8217;s part of prototyping and level design.<\/p>\n<p><iframe loading=\"lazy\" title=\"The Creativity Process behind GRIS\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/rnjKTrIuk7Q?start=1718&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>For more visually oriented project this phase will blend with the next one about developing a unique style.<\/p>\n<p>The layout might be dictated by the concept art:<\/p>\n<p><iframe loading=\"lazy\" title=\"Double Fine Adventure! EP04: &quot;Walking Around In Our Drawings&quot;\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/3a7SLcK2_h4?start=1048&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>Sketching out 2d levels on paper or digital images is much easier and it&#8217;s much easier to incorporate them in the engine.<\/p>\n<p>*Use psd files directly in the unity asset folder to streamline your workflow<\/p>\n<p><iframe loading=\"lazy\" title=\"Fizzy Brushstrokes: The Art of Knights and Bikes\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/a83kZpeU0HU?start=1185&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Create a miro board and start sketching your game space(s). All team members have to read these quick chapters about level design and discuss their implications for their project: https:\/\/book.leveldesignbook.com\/process\/preproduction\/pacing In your miro draft answer the various questions you encounter in the text. https:\/\/book.leveldesignbook.com\/process\/layout Try different kinds of spatial layouts, bubbles, parties, volumes https:\/\/book.leveldesignbook.com\/process\/layout\/flow More &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2021\/assignment-layout-and-blockout\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Assignment: layout and blockout&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":16,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-1612","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages\/1612","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/comments?post=1612"}],"version-history":[{"count":5,"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages\/1612\/revisions"}],"predecessor-version":[{"id":1618,"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages\/1612\/revisions\/1618"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/media?parent=1612"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}