![]() Using caution and tongs to help, peel back the aluminum foil from the top, leaving the aluminum foil on the sides and underneath the ham to catch the glaze and juices. While planning a level design class, I googled for a good article about blocking-out or grayboxing a 3D level design prototype.Slather the remaining glaze all over the top of the ham and place back in the oven uncovered for 15 more minutes. I didn't really find one that actually went into "how" you might actually go about grayboxing a level, so I guess I have to write it. Grayboxing is a level design practice where you build a rough block-out version of your level using blocks (usually gray boxes) so that you can iterate and test the layout as soon as possible. Grey box model 3d modeling how to#Īlmost every 3D game engine has some sort of box primitive tool - if you know how to use that, then you can graybox.īefore you graybox, you must make sure you've established a general game design direction. You should generally know how this level might fit into your game or workflow. There's no point in grayboxing if you don't even know what the player should be doing, or what this level is supposed to convey. Is the level supposed to be easy or hard? Does it focus on combat or non-combat? Should it feel scary or safe? Level design must always exist in the context of a larger game design, or else you're just wasting your time. Then, open up your 3D game engine, and let's start laying down some boxes.įor this example, I'll be using Unity, but there's no reason you can't do a similar thing in Unreal or any other 3D toolkit. Whatever you use, try to choose an actual game engine, and not solely a 3D art tool like Maya or SketchUp, because you'll want to be able to walk around in the actual space in-game. Like, even a 1 minute scribble on a napkin will help you plan your level. You don't have to follow the plan, it's just to help your ideas flow better. Add some kind of basic floor plane to your scene.In Unity, I like placing a wide but thin cube at (0, 0, 0). It helps me get started with laying down some geometry. You'll want something that's roughly "humanoid sized" to help you figure out how big to make walls / how wide to make hallways / etc. Ideally, you use some sort of actual 3D character, but in Unity I often use simple capsules resting on the floor. By default, these capsules are 2 units tall and 1 unit wide. When you have one wall placed down, duplicate that wall object and rotate it to make another wall, very quickly. Keep cloning objects and rearranging them until you have a room. Try to stay fast and loose, and spend only a few minutes on this. Unless you're working with a BSP-based engine like a Quake or Source Engine, or with a specific modular kit like for Skyrim or Fallout 4, then don't worry too much about aligning things to a grid. Test as soon as possible! Add a player controller object so you can walk around, and test as soon as you have a room ready.Is there enough cover for a cover shooter, is there enough strafing space for an arcade shooter?) As you play, ask yourself whether the spaces feel "right" and whether it will support the gameplay you want. Based on the results of your playtest, keep adding to your level and iterate.Don't forget to add more humanoid scale references in your new area, and make sure you regularly fly around the 3D viewport and keep checking different angles / line of sight. ![]() ![]() Adjust and fiddle as necessary, but also don't fixate too much on one area. Notice this isn't a full level! As soon as the level feels "substantial", I want to start testing already. If you want to learn more about "graybox theory" (no one calls it that, I just made it up just now) then I recommend taking a look at 's resources on "Composition in Level Design". When you feel like you've figured out a substantial part of your level (or your forehead is bleeding from all the stress) then start art passing.
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