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‫Hello and welcome.

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‫In this lecture, we're going to be pulling apart the modular asset pack to figure out what building

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‫blocks we've got and use that to put together our first design.

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‫Let's dive in.

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‫So here's the project.

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‫I have closed it and reopen it.

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‫And you can see we're in our dungeon level.

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‫That's completely black at the moment.

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‫So we need to have a think about how we're going to populate this level.

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‫Well, first things first.

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‫Let's go to our content draw.

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‫And I want to open up the medieval dungeon demonstration level because we're going to pick this apart

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‫and try and figure out how the modular system of assets works.

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‫So the first thing to note is that it's quite hard to understand what's going on with all this moody

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‫lighting going on.

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‫So there's a button in the top left of the viewport that says Lit, and this is the default mode that

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‫we're in.

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‫But you can actually view the scene in an unlit mode or a wireframe or lots of other options here.

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‫So if we click on unlit, you can see that this just shows us the textured surfaces of our meshes without

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‫actually giving us any of the lighting to confuse things.

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‫You could also have chosen wireframe and that doesn't even texture the surfaces, but it can be really

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‫hard to figure out what's going on in this view.

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‫So we're going to switch back to the unlit view instead.

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‫And then the way I like to take apart these levels is to literally take them apart.

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‫So I go, okay, well, this floor looks interesting.

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‫Let's click on it and go, Oh, okay.

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‫There there's the outlines of a chunk of floor.

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‫This is what it means by being modular is that the floor is made up of loads of tiles that are all the

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‫same size.

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‫And if I wanted to check that out and see what size this is, then just move the tile and you're going

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‫to see, okay, that's that's what the tile looks like.

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‫Cool.

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‫Okay, what else do we have?

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‫What about this wall?

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‫Is this something interesting?

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‫Yeah.

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‫Okay, so it's created another tile here that acts as the wall.

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‫And you can see that actually the the plank of wood and the chains are all separate actors here entirely.

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‫So you've got this wall and it looks like the wall is the same size as the tile.

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‫So this is a modular set where things try to match up with each other.

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‫They have the same set of standard sizes.

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‫We've also got a ceiling panel, which is a similar size.

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‫We've got these arch panels.

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‫You can see I dip down a little bit and have a look at the arch panels.

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‫You can see there's a couple of different building blocks.

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‫It's very much like Lego.

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‫If you've ever played with Lego, you've got a single piece, you've got a double piece, you've got

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‫this triple piece here as well.

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‫Then you've got the central block.

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‫And what about these pillars?

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‫Let's have a look at the pillar.

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‫Yeah, that's just its separate thing.

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‫And we've got the arches a separate as well.

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‫Now you might want to be making a note of the name of these meshes so we can bring them in to our own

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‫scene later.

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‫So if I click on the floor, you can see that the floor mesh.

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‫I click on General and scroll down to the static mesh selected and hover over it.

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‫You can see it's cool, it's under the dungeon folder and it's called SGM Floor.

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‫Now I did mention that the crypt is slightly different down below.

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‫So down below we've got a slightly different looking floor.

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‫And if I hover over the mesh there, it's called crypt floor.

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‫It's actually slightly smaller, I think.

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‫But we can easily check this out by going to a little four pane view that we can get to in our viewport.

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‫The top right, there's a little four pane icon.

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‫If you click on that, then that splits out our viewport into the 3D view that we're used to, but also

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‫a top down, a right side and a back side view of our level.

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‫And we can move around this to see what the different sizes of things are.

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‫In fact, if you were to middle click in this view, you can see actually start counting in unreal units.

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‫So I can try and select from the top to the bottom and see that the floor is 500 units or five meters

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‫and I could go and have a look and it seems like the floor is the same in the upper levels.

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‫So if I select a floor that is just a straightforward SM floor and then middle click and drag to the

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‫bottom, you can see aha.

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‫No it's not.

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‫It looks like it is, but it's actually 600, so it's six meters.

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‫So the upstairs works on a different scale to the downstairs and we'll have to just bear that in mind

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‫that these are actually slightly different scales and we may want to choose to use just one of them

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‫or multiple.

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‫We can see that we've got stairs as a component that we can use.

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‫They're modular as well.

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‫So you can make the staircase as long as you like, like so.

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‫And we can have a look at the ceiling height as well.

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‫So if I take the back of you and I have a look at one of the crypt walls, so if I look down in the

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‫crypt and select one of these walls like that, and you can see the mesh is called crypt wall.

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‫And if I go and find that highlighted wall in one of my side views.

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‫And we can check out how tall a wall is in the crypt.

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‫Looks like it's 450 units versus perhaps a wall that's up in the dungeon.

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‫Select a dungeon wall and we can see that the dungeon walls height is 600.

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‫So much, much higher ceilings in the dungeon.

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‫So let's take stock of what we have with this modular asset pack.

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‫The main components here are floors, ceilings and walls.

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‫These are essentially the building blocks of our level.

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‫We could start off just by using floors, ceilings and walls to build out the vast majority of our level.

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‫We can then pretty fy and beautify this by adding pillars and arches on the corners and on the edges

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‫just to make it stick together.

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‫Architecturally, we've also got these cell walls to build out cells inside our dungeons.

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‫We've also got stairs.

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‫These are architecturally obviously important.

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‫If you want to have a multi level dungeon or crypt or whatever, then you're going to need to use stairs

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‫to bridge the gap between the two.

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‫And then we've got lots and lots of variations on the theme.

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‫So we've got walls, but we've got different types of walls as well, so that it's not monotonously

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‫always looking the same.

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‫So with all these building blocks, I'd like you to design your own level and here's the brief.

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‫So remember the sizes of your modular assets.

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‫We've got 600 wide elements.

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‫We're going to be doing basically a floor plan design of our level.

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‫So think about the sizes, whether you're going to want to use crypt elements or whether you're going

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‫to want to use dungeon elements and include at least two levels so that we have somewhere to use our

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‫staircase and a little bit of intrigue and interest and create multiple areas blocked off by some sort

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‫of obstacle doors or secret walls, secret passages, a trapped or that sort of thing, which we can

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‫later add a moving component to so that we can open it up and the player can explore the level more

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‫fully and ask yourself, what is the puzzle going to be?

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‫What's going to make it challenging for the player to find the way through your level and explore your

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‫design?

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‫So pause video, have a go, be creative and be inspired by other students work.

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‫So once you've made a design, it doesn't matter if you don't think it's particularly good, go and

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‫share it in the discussions for this lecture pause video and have a go.

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‫Hello and welcome back.

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‫So I think it's quite instructive for us to take a look at literally the first drawing I drew of the

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‫level that we're going to be building.

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‫And it's pretty rough.

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‫So I just warn you, it needs some talking over.

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‫Basically, this is as rough as it gets for a level design sketch, right?

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‫So we've got over here the entrance doors and I just kind of drew a pair of doors.

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‫My drawing's not particularly good here.

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‫As you can see, I had a table and chair just like they had in the demo level.

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‫And then I've got four cells here and we know that we've got this kind of blocky level design.

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‫So we've got one square here, then an empty square, then a square here, two empty squares in the

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‫middle, and then a square here, empty, square, square, etc..

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‫Then I've got a staircase that leads down to the next level and we've got a slightly smaller set of

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‫things down here in the crypt.

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‫What I had originally considered, and I don't think I'm going to do this actually in my final design,

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‫but I had considerably have a corridor that goes both ways and it initially looks like where do you

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‫go?

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‫And there's this actual secret pit here that drops you through, and then you've got the challenge of

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‫trying to find your way out in this under corridor here and in the under corridor.

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‫You have to go and steal something.

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‫It gets blocked off by some rail over here.

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‫And so you need to put a vase in its place.

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‫But then you've also got to push a coffin from or pull this table over here so that you can step up

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‫out of the secret pit again.

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‫So I had a few ideas of the different kind of puzzles that we were going to do, but I have decided

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‫to simplify this down to just the corridor that leads to this little section with a rail that blocks

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‫it off.

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‫Anyway, that's my very basic, basic sketch.

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‫Obviously you can spend more time on this, but it's just to get an idea.

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‫And once we get in and building our level, you may find that your ideas change.

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‫So I'll see you in the next video.

