After creating conceptual characters, environments, mechanics, and so forth, I eventually delved into trying to amass those ideas into something more interactive. Level design is relatively new to me (from the first-hand experience of actually putting assets together cohesively), and I hope to expand my knowledge on the subject.
For a later project in my Game Production class at BCTC, I was tasked with the creation of a personally conceived video game that would take place in an environment that we, ourselves, had to design and construct from digital scratch. After jotting up a mini-GDD for a type of “shoot & dodge” mini-game and constructing several assets and textures, I had to utilize Unity to bring together what I had created, thus far. After a couple of nights of constant construction and editing, I was able to conceive what you see in the pictures above. Basically (as I have somewhat explained within the posts dealing with the assets used in this level), this “hologram” room will act as a type of training facility for the Buntaiens of of the Saro Perspective, where they can take on different enemy types in various challenges across different landscapes (however, what you see above would be considered the “null” or default landscape).
I am currently going through the paces of perfecting a model of a character that will be used for this game (by editing the mesh and textures, rigging, and animating it), contemplating on how the enemy types will look (basic mechanical, spheroid robots – think Star Wars: A New Hope), and brainstorming on how the coding will be to make everything actually work! When I am able to create a playable version of this level, I will definitely be posting about it down the road, so look forward to it!