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7.6 — Level Studio I

Paper day is over (7.5); build day is here. Today the sketch becomes tiles, the beats become rooms, and by the end of class the cave is walkable from the entrance to the goal you chose — unpolished, ugly, and real. Expect to spend most of the hour placing things that do not ship in this scene, because almost none of them do.

In the Editor ~35 min

The contract for today:

Placing a prefab is not the same as placing a working object. The prefabs in this project are not finished gameplay. Spikes ships as a tagged picture with no collider unless you gave it one back in 2.2. The MobileEnemy prefab carries an Animator and whatever script you wrote in Unit 4, and no collider and no rigidbody at all. A coin you drag in is a coin that does nothing until it has the components 2.1 gave it. Every one of these is a real job, and they are the jobs that eat this studio session. Budget for them.

Build order — and it matters:

  1. Tile Palette window → Collision → grey-box the floor of the whole cave first. One long walk from the entrance to the goal, flat, using plain rock tiles. Game view → press Play and run it. The walk is the spine of the level; everything else hangs off it. Do not decorate, do not place a single hazard.
  2. Tile Palette window → Scene view → add the vertical structure, beat by beat: ledges, walls, drops and ladders. After each beat, Game view and walk the entire cave from the entrance. The full-length walk is your build ritual — it is the only test that catches the problems you create three beats behind where you are working.
  3. Project window → Scene view → Inspector → place the threats last. Spikes, enemies, turrets — in that order if your sketch allows, because a spike is a tile's worth of work and a turret is a wired-up object you have to finish by hand. Each one is the trap above, made real. Threats are the most expensive thing to move, so they go in when the geometry has stopped changing.
  4. Scene view → Inspector → build the goal, and prove it works. Place the lever, the coins or the exit where your sketch says, then wire the lever's event in the Inspector — with the wiring decisions from the In the Code half below already settled. Then walk the whole cave one final time and finish the level the way a player would.
Architectural specification: the walk ritual.
  • How long does the full walk take, measured with a stopwatch rather than guessed? Write the number on the sketch.
  • Which beat did you edit most recently? Walk from the entrance to there and back before you move on.
  • What is the single thing you will look at on every walk — the floor seam, the ladder's bottom, the goal's visibility? Pick one and look at it every time.
In the Code ~15 min

Two files are doing the work behind your goal, and neither one is a file you write today: Lever.cs on the lever, and whatever answers its event on the door. Decide these before you wire anything, because the wiring is what makes them true.

Architectural specification: the goal, one more time. Before you build it, answer these:
  • What exactly does the player do at the goal, and which object do they touch to do it?
  • If it is the lever: Lever.cs calls Interact() and fires a UnityEvent. Which object is on the receiving end of that event, and what method does it call? The lever never names the door — so what does the wiring look like in the Inspector?
  • If the door is what blocks the player, what does the door need so the player cannot walk through it before the lever is pulled — and what changes about it after?
  • How does the player know the goal is a goal? Name the visual. Your HUD is in Start (index 0), it reads your stats, and it knows nothing about this level — so everything this cave says, it says with tiles, sprites and geometry.
  • Is the goal reachable by a player who has not found the ladder, the lever, or the double jump? If not, is that a gate or a mistake? A gate has a visible alternative.
  • What happens after the goal is reached? If the answer is "nothing", decide whether that is acceptable today.

Socratic: Why Geometry Before Threats?

  1. You built the floor first and the threats last. What would it cost you if you placed the turrets first and then discovered the floor was one tile too low?
  2. Every object you placed today had to be built rather than simply dropped in. What does that say about the difference between a prefab and a working game object?
  3. This cave has no HUD and no text — the one you built is in Start (index 0) and reads your stats. So everything this cave tells the player, it tells with tiles, sprites and geometry. What is one thing your cave says without a single word of text — and how does it say it?
  4. The walk ritual catches problems three beats behind where you are working. Why is a habit that costs you two minutes every beat cheaper than a habit that costs nothing until the playtest?
Read Function-Level Examples ~10 min

Every trade has a build order, and every trade has learned it the expensive way. Read each of these for what it does in isolation, then work out which line of your own studio brief it is arguing with.

Example 1 — A road crew's paving order:

// Base course, then kerbs, then the surface. Pave the surface
// first and every later machine digs up your work.

Example 2 — A theatre's fit-up schedule:

// The set is flown in before the lights are focused.
// Focus the lights onto nothing and you focus them twice.

Example 3 — An aircraft assembly station:

// The wing is joined before the systems are routed through it.
// Nothing heavy goes in after the wiring.

Example 4 — A formwork carpenter, stripping a mould (comment only):

// The form is scaffolding. It is removed once the pour has set,
// and the face is finished last.

Example 5 — A restaurant kitchen's prep list (comment only):

// Mise en place: everything cut and placed before the pan is hot.
// The pan waits. The prep never does.
Checkpoint ~10 min

End-of-studio checks. Every one of them answers to the walk ritual, not to your opinion.

Checkpoint — before moving on, you must be able to:

  • Walk your whole cave from entrance to goal without anything stopping you
  • Name each beat as you pass through it
  • Prove the goal works — the lever fires its event and the door opens, or the collectible can be reached, or the exit switches scenes
  • Explain why threats go in last and geometry goes in first
  • Name every object you had to build rather than place
  • Have a written playtest plan for tomorrow
  • Commit and push

Reference Docs

Need a deeper explanation? These pages cover the same concepts:

Next: 7.7 — Level Studio II + Cross-Playtest, where a stranger walks your cave.

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