Level Dev Blog #6

During Hurricane Milton, I was lucky not to lose power and used the time to work on the real-world blockout. I decided to block out my apartment layout at UnionWest in Maya, which I want to use to practice proxy modeling and importing to Unreal.

One of the main challenges I faced was balancing a 1:1 scale in engine with the player character's height. Certain areas, especially hallways, became tight and difficult for the camera to navigate. I initially used a third person controller but switched to first person due to how cramped everything felt when it was to scale. This exercise made me realize that in games, a lot of spaces need to be scaled up to make them playable.









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