Semester 2 – Week 16



In this week had completed the final alpha built and we showcased it on the EAE Day. The level looks like this .


There we several people from the industry and all our faculty on the EAE Day . Several people got to play test our game and we received feedback from them which included our peers and industry people.

Several of them were very impressed by the level design we are going for which was quite pleasing to hear as I did the level design work. Mark was particularly impressed by the level design and also gave some useful tips as to how I could improve it. He also gave us tips on how to iterate in the future by keeping our ideas simple and polishing what we have done so far instead of going all over the place and continuously changing the game. Overall the feedback was good and there were some areas where will be improving and putting more in.


Semester 2 – Week 15

Level Designer and Lighting

Now it was crunch time for me and the artists as we had to make an impressive level for the alpha build. So the artists constructed a basic level model in Maya and I was in charge of the entire Level Design and the Lighting System.

These are the pictures of the basic level models made by the artists.
Screenshot 2015-04-22 18.53.25

Screenshot 2015-04-22 18.53.43


After this level model was given to me I started the level design process of the levels. I added all the assets created by the artists and also added some more assets from the asset store which were low poly models. Then I created an efficient lighting system which were baked onto the scene to create stunning nighttime visuals. I was very happy with the results of my level design and a lot of people were quote outside my team were quite impressed by the level design. The following pictures show the visuals after my Level Designing :

Screenshot 2015-04-22 18.41.33



Screenshot 2015-04-22 18.42.06

Screenshot 2015-04-22 18.43.00


I completely transformed the alpha into a professional looking game. However there were some scaling issues due to which this level could not be included in the Alpha Build as the scale used by the artists was incorrect in accordance with the AI script and the physics was not updating accurately. It was kind of unfortunate as a lot of effort was put into this level, however I put crunch time effort to improve the current alpha build model and the results were good ! 🙂

These are the before and after pictures of the alpha build after my Level Designing and Lighting System.





I was very happy with the results and received several compliments and advice from peers on my Level Design and Lighting on the EAE Day.

Semester 2 – Week 14

Ghost Companion Room

After completing the Detect Level I was assigned the task to create a Ghost Companion where a invisible ghost voice will help the protagonist by dictating the weapons and other items that are currently available in the room the protagonist it.

I did a Tron Sci Fi design for this room and added some weapons in every room as shown in the pictures . As soon as the protagonist enters the room a voice can be heard which talks about the things available in the current room. In one of the rooms there is an evil robot and as soon as you enter that room the voice tells you to “Run Away or You will die”.

My team really liked the way I did the level design for the different levels and they made me the official level designer and in charge of programming graphics which was awesome.




After this I was asked to design several levels based on the level design sheets provided to me by the producers. The pictures show my level designing based on the blueprint provided.

Stealth Level 1 Blueprint

Stealth Level 1 Unity Build

Stealth Level 2 Blueprint

Stealth Level 2 Unity Build

Semester 2 – Week 13

After working on the black and white shader effect, I started working on the Detect room where random NPC’s make random sound and you need to spot a particular NPC who is calling for you. The main programming here was the wandering script using C#. I created a script where the NPC will walk and change their angle in a certain interval of time. The walking speed and direction change rate can be adjusted using the inspector. This creates the random NPC movement. I also did the entire level design for this scene.
The way the direction change takes place is by manipulating the Euler Angles.


The NPC Wander Script is as follows:

using UnityEngine;
using System.Collections;

/// <summary>
/// Creates wandering behaviour for a CharacterController.
/// </summary>
public class Wander : MonoBehaviour
public float speed = 5;
public float directionChangeInterval = 1;
public float maxHeadingChange = 30;

CharacterController controller;
float heading;
Vector3 targetRotation;

void Awake ()
controller = GetComponent<CharacterController>();

// Set random initial rotation
heading = Random.Range(0, 360);
transform.eulerAngles = new Vector3(0, heading, 0);


void Update ()
transform.eulerAngles = Vector3.Slerp(transform.eulerAngles, targetRotation, Time.deltaTime * directionChangeInterval);
var forward = transform.TransformDirection(Vector3.forward);
controller.SimpleMove(forward * speed);

/// Repeatedly calculates a new direction to move towards.

IEnumerator NewHeading ()
while (true) {
yield return new WaitForSeconds(directionChangeInterval);

/// <summary>
/// Calculates a new direction to move towards.