Building a Level: Sci-Fi Control Room

Jack Leavey
3 min readJan 25, 2022

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The first environment I made was a sci-fi inspired control room, full of computers and giant vats of glowing liquid.

Pre-Lighting Render of the Level.

This process took a few hours, as I added details to many of the floor and wall pieces by shrinking and placing other assets on them to give them some dimension.

This wall piece is actually 6 different objects placed together to give variance and dimension.

I built the floor first, adding accents to various pieces to break up the monotony

The grey interior path is juxtaposed by the outer, lighter ring.

Next, I brought walls up around that floor plane.

The basic outline is now clear.

These walls were boring. Without variance in depth the level feels off and unrealistic.

So next, I added columns around the room.

The extra depth and support from the columns starts to make this space feel believable.

Moving on from columns a made a few archways for the hallway leading into the main chamber.

Next, The ceiling comes on!

This shot doesn’t give much context.
Interior Shot

Now to start filling the room!

I added several sci-fi themed computer elements, as well as some large vats.

Finally, I created a door to enter this space at the mouth of the hallway

This level still needs lighting and performance optimizations, but the core static elements have been placed!

To wrap it all up, I added colliders to all relevant surfaces and spaces, turning off their mesh renderers to hide them from the player!

The white Colliders cover the map. Turning the mesh renderers off keeps their functionality but removes their visibility!

Next time, I will be covering the different pipelines for lighting and trying each one for this worldspace!

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Jack Leavey
Jack Leavey

Written by Jack Leavey

I am a software engineer with years of experience branching into game development, specifically in Unity. Follow along for guides on creating game mechanics!

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