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.
The contract for today:
- Every beat on your sketch exists as painted tiles, from the entrance to your goal, with no gaps in the floor.
- Every beat is passable. You do not need it to be fun yet — you need it to be reachable.
- Every ladder is two objects: the painted strip, and the trigger zone you placed over it. Neither one alone is a ladder.
- Every spike, coin, enemy and turret is placed by hand, exactly where the sketch says. None of them are in this scene until you put them there.
- The goal works. Whatever you chose in 7.5 — a lever door, a collectible, or an exit — it must actually function before you leave today.
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:
- 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. - 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.
- 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.
- 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.
- 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.
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.
- What exactly does the player do at the goal, and which object do they touch to do it?
- If it is the lever:
Lever.cscallsInteract()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?
- 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?
- 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?
- 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? - 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?
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.
- Example 1 says the surface goes on last because later machines would destroy it. Which objects in your cave are "later machines" that destroy an earlier layer of work?
- Example 2 says focusing lights onto a missing set means focusing twice. Which of your beats would you have to re-polish if you moved its geometry afterwards?
- Example 3 says nothing heavy goes in after the wiring. Your lever's UnityEvent is the wiring — should you wire it before or after the door's collider exists? Defend the order.
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:
- Unit 7: Level Building & Ladders — the studio checklist
- 7.5 — Design a Big Cave — the theory behind today's build
- Unit 5: Levers & Doors — the UnityEvent wiring for your goal
- Unity + C# Quick Reference — colliders, triggers and Animator parameters
Next: 7.7 — Level Studio II + Cross-Playtest, where a stranger walks your cave.
Saved on this device only — the Dashboard tracks your progress.