level creation pipeline
DESCRIPTION
Level Creation Pipeline. from Sketches to the Level. Sketches. Sketching and designing the different elements of the game before starting the highly technical process of modeling. [characters, environments, props etc…]. Modeling. The Process of creating the 3D mesh in Blender - PowerPoint PPT PresentationTRANSCRIPT
![Page 1: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/1.jpg)
Level Creation Pipeline
from Sketches to the Level
![Page 2: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/2.jpg)
![Page 3: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/3.jpg)
Sketches
• Sketching and designing the different elements of the game before starting the highly technical process of modeling. [characters, environments, props etc…]
![Page 4: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/4.jpg)
Modeling
• The Process of creating the 3D mesh in Blender
• Skeletal meshes and Static meshes are modeled using the same techniques
![Page 5: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/5.jpg)
UV Mapping and TexturingThe Process of Laying out the UVs and using them to paint the texture in photoshop.
![Page 6: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/6.jpg)
Rigging and Skinning
• The Process of creating “Bones” for the character and attaching them to the model in order to deform, pose, and animate the character.
![Page 7: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/7.jpg)
Animation
• Using the rig [bones] to pose the character and setting keyframes to animate it.
![Page 8: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/8.jpg)
Material Editor
• Putting the texture(s) together into a material in order to apply it to the mesh
![Page 9: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/9.jpg)
Static Mesh Editor
• It is where matierls can be attached and collisions can be set.
![Page 10: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/10.jpg)
Skeletal Mesh Editor
• Where Animation sets can be imported and setup.
![Page 11: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/11.jpg)
Level Prototyping
• Paper prototyping to test the game layout, mechanics, and game-play elements
![Page 12: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/12.jpg)
Level Blocking
• Blocking in the basic layout of the level in order to further test the playability of the it.
![Page 13: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/13.jpg)
Dressing the Level
• Adding all the textures, meshes, lights, scripted events, etc to the blocked level to get it to a more finalized state.
![Page 14: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/14.jpg)
Lighting
• Setting up lights to achieve the desired mood of the level.
![Page 15: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/15.jpg)
Kizmet
• Setting up interactive elements and animations [i.e. opening doors or turning lights on and off]
![Page 16: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/16.jpg)
Effects
• Creating Particle Effects [i.e. Fire, smoke, blood, mist]
![Page 17: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/17.jpg)
Sound
• Importing and placing sounds in the level.
![Page 18: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/18.jpg)
Terrains
• Sculpting and setting up the level’s landscape.
![Page 19: Level Creation Pipeline](https://reader036.vdocuments.us/reader036/viewer/2022062422/5681411b550346895dace870/html5/thumbnails/19.jpg)
Level Optimization
• The last step of the pipeline before exporting it as a map.
• It includes testing and debugging the map and making sure it performs smoothly.
• Then you’re DONE!