Level Design in Unity 3D Part 5: Doors and Details

Now that the meat and potatoes of this science fiction environment is almost finished, I can dive into the room components and other finishing touches.

The wall area over the hallway leading into the main big room is still incomplete, so let’s finish that up.

Two smaller columns are added, as well as two varieties of wall assets. The upper outside corners get a bulky asset treatment to fill out the wall space, and this area is almost ready to go.

I decided to add one more wall piece at the bottom center to really add some detail depth to the bottom of the wall area.

A new empty object is created to hold the Wall Over Door game objects, and keep the hierarchy clean.

With the upper wall complete, I can now turn my attention to the hallway leading outside. A door with a surrounding wall should do nicely.

After adding the door frame and door into the scene, I grab one of the metallic looking floor assets, duplicate and reposition it, until a makeshift wall is ready.

The door is sized up a little bit, and two different crown wall assets are added to bulk up the entrance wall. Getting the same asset on the right and left to be mirrored, is as simple as changing the value on the X (horizontal) to be a negative value.

After adding in some additional assets, I clean up the hierarchy by moving the new assets related to the entrance wall, into their respective empty game object.

A new empty game object is created and called ‘dynamic game objects’. The only asset that needs to go here at this point is the actual door, so the player can open and close it.

When all folders are closed, the hierarchy is nice and tidy.

Here is the final entrance door and wall.

It’s time to start detailing out this environment with some furniture! These sci-fi terminal assets from Filebase are just perfect.

Here is a single terminal placed into the large room.

This terminal is duplicated two times and moved into position. Now there is a nice group of terminals for multiple users.

Some monitors are brought in and positioned above the terminals, while each matches the rotation of the terminal below it.

Two smaller terminals are brought in and placed on either side of the room.

Here is how all of that looks together.

A lab wouldn’t be complete without some test tubes, right? Two opaque test tubes straddle the central one with a transparent glass case.

Six floor tiles are duplicated and then repositioned upwards as a platform for the test tubes. Each side receives a short set of stairs.

The central test tube gets an additional elevation from a smaller platform.

Here is the updated lab scene, fully loaded with floating monitors! Let’s go ahead and anchor those monitors to the roof.

I bring in two different assets to use for the monitor strut system, and then make one fully. The front strut system is duplicated and moved to the rear of the monitor support. This overhead orthographic view is perfect for quickly aligning the duplicated structures over the different monitor supports.

Here is the finished monitor strut support system in the scene view.

Two power reactors are added into the scene, one in each corner behind the test tubes.

You never know when you might need a plasma rifle, so a case with some haphazardly places rifles enters the game scene. Another closed case sits on the opposing wall.

The test tube glass is duplicated and the X scale is reduced to make it thinner. A green color is added to the Albedo channel to give the appearance of some basic liquid, and the opacity on the alpha channel is reduced a little to add some additional opaque quality to the object. The only thing missing now is a zombie, because test tubes really need zombies!

Here is the updated game scene.

More empty game objects are created for organization. The new Components in the scene have a folder all of their own.

Sub-folders are added to further organize the elements in the room.

After all that, the hierarchy is still nice and clean when the folders are collapsed.

I hope you enjoyed this voyage through game environment creation over the past collection of articles. I hope you join me in my next article where I add colliders to this environment to keep the player from walking through walls. Thanks for reading!

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I am an artist and musician, that is currently diving headfirst into game development with C# and Unity3D.

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Jared Amlin

Jared Amlin

I am an artist and musician, that is currently diving headfirst into game development with C# and Unity3D.

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