In previous instalments of this tutorial series we planned the look and feel of our level, but other than the initial brief we don’t have any details of what our player will face, or the timings and location. We need to define the flow of the level.
First off we will need to create a bill of parts that can form the list of what assets need to be created for modelling and texturing. This might be the best place to decide where some savings could be made with regards to repeatable assets. Obviously we don’t want to make the level repetitive, but there may well be places where elements can be reused, saving precious system resources.