“El Capitan, Yosemite” by rjshade is licensed under CC BY 2.0.
SUMMARY
Role
Level Design – SOLO
Intention (SMART Goal) for the Session
By Jan. 12, as the LEVEL DESIGNER for MYSELF I will learn how to generate terrain in Unity, by following Sebastian Lague’s Procedural Landmass Generation Tutorial for Session 3.
PRE-PRODUCTION – INQUIRY
Leader(s) in the Field / Exemplary Work(s)
Notes
0:40 : De facto level design = on-the-rails paths with a definite boundary between gameplay encounters
0:53 : Not bad design, efficient, often crafted for immersion
1:02 : Many different genres and perspectives of game use this
1:09 : Level asks you to progress
1:42 : Games like Mario Galaxy, GTA, NFS, Far Cry design asks you to explore
1:52 : Goal in Elden Ring is sometimes deliberately obscured
2:02 : obscuring in a deliberate way, some spaces are meant to be experimented on, rather than progressed through or explored
2:35 : Some spaces have a point where its not obvious where to go
3:12 : Most levels are constructed like real spaces that would make sense to interact with as a human
3:28 Elden Ring’s experimental philosophy throws that idea out, as well as the idea that the spaces are even meant to make logical sense, feel real, or be lived in
3:39 Spaces designed to be interacted with purely as a space within a video game, hence the rules of normality don’t apply
Training Source(s)
Playlist on procedural generation using perlin noise layers
Notes
0:14 : will be generating terrain using perlin noise
0:18 : assigning terrain types to height ranges
0:33 : Regular noise = val of either 0 or 1
0:39 : Perlin noise = coherent, changes gradually
0:47 : Perlin noise cross section is a wave
0:55 : Amplitude Y and Frequency X axes
1:10 : layer multiple noise effects
1:18 : Noise maps referred to as octaves
1:38 : Each subsequent octave should add more detail than the last in a smaller overall area
1:42 : Lacunarity = controls increase in freq. of octaves
1:56 : Lacunarity of octave 1 is Frequency = Lacunarity^0, next octave Frequency = Lacunarity^2, next, Frequency = Lacunarity^3 and so on
Project Timeline
Pre-production Milestones
- Thing 1
- Thing 2
- Cat in the Hat
Production Milestones
- basic terrain
- wasd movement + 1st person cam
- detailed textures
- nice skybox
Post-production
- presentation
- blog post
Proposed Budget
I dunno how this thing works but i think i got it.
Fixed some spelling errors too.
https://docs.google.com/spreadsheets/d/1gvCrAbzeMRey_UixQQvIsSOPsaD-DfHuuzrq2KxOqNc/edit#gid=0
Evidence of Decisions
PRODUCTION – ACTION
The (FILM, SOUND, or GAME Creation)
This is what I have so far — Perlin Noise I can generate in the Unity Editor. This will eventually morph into three dimensional terrain using negative and positive values in a heightmap.
Skills Commentary
Session 3 Pro Fortnite Slideshow
This is an overview of my work this session in conjunction with some other solo students in my class.
POST-PRODUCTION – REFLECTION
21st Century Skills
Ways of Thinking (Creativity, Innovation, Critical Thinking, Problem Solving)
I followed a short tutorial for adding an in-editor noise generate button, and had to rewrite some lines of the code because it would throw an error message when I tried to run it.
Ways of Working (Communication & Collaboration)
I worked solo so I didn’t have any on-topic conversation with anyone around me for my own project.
Tools for Working (Info & Media Literacy)
I used YouTube, Google, the Unity forums, and Stack Exchange to help find solutions for problems I had, and to find ways to accomplish tasks I needed to do in my game.
Ways of Living in the World (Life & Career)
I learned a lot about C# this session, and I definitely saw an increase in my focus so far, and I hope it sticks for the future.
Reactions to the Final Version
“I like the sound of noise but I don’t understand it” -Jay (paraphrased)
Self-Evaluation of Final Version
Overall, I’m proud of what I have, although I was originally expecting to have much more to show for my work at the beginning of the session. Once I started, however, I realized this was an unrealistic goal.
Grammar and Spelling
Grammarly Premium
Editor
Wynne