
Install Unity via Unity Hub, choose a long-term support version, add Visual Studio and build support, and download offline documentation; explore learning materials, tutorials, and community resources for computer-based development.
Create a new Unity 3D project in Unity 2019.4.1, save it to a location with an export name, then add a cube and practice moving, rotating, and scaling.
Install post-processing and terrain tools in Unity via the package manager, import free assets from the asset store, and resolve compatibility issues to enhance a professional abandoned house scene.
Create and organize prefabs in the my prefabs folder, fix missing scripts on the FPS controller, convert villa and cabin assets into prefabs, and save the scene as abandoned house.
Create an 800 by 800 terrain at height 2000 for an abandoned house, adjust pixel and texture resolutions, and sculpt mountains and coastlines with brushes and stamps.
Place a seaplane and extend the sea with water material. Explore the villa prefab and adjust the fps controller, then bake lighting.
Bake lightmaps to enhance shadows in the abandoned house scene. Mark objects as static, configure the sun as mixed, and set texels per unit to preview lighting before generating.
Learn to texture mountain terrain by applying a cliff texture with a normal map, set tiling to 120 by 120, and paint with a brush using the aspect filter.
Paint snow on mountain terrain by adding a snow layer and adjusting brush strength, size, spacing, and rotation, then refine top-edge details with concavity and post-processing.
Explore post-processing techniques in Unity to enhance a night mountain scene: enable deferred rendering, HDR, fog, ambient occlusion, bloom, color grading, chromatic aberration, and vignette for a filmic look.
design and place a garden fence around the abandoned house in Unity, align posts, duplicate sections, and add a gate to constrain player movement and define the path.
In this Unity level design lecture, unpack a lighthouse prefab, fix shadows with light maps, paint a moss grass base, and organize fences with a gate to contain the player.
Design a back garden by placing and aligning fences and a gate, adjusting ground level and angles to constrain player movement and enhance level design visuals.
Arrange the abandoned house scene by placing and rotating trees, benches, and garden props, adjust terrain and grass, and bake lights later to optimize performance.
Import free HQ alliance assets from the asset store, place lion statues and plastic trash bins as garden props, scale to 2x2x2, and set static for maps.
Discover how to download, license-check, import, and organize Unity garden props from TurboSquid, create materials, fix textures and UVs, and adjust scale and static settings for a cohesive scene.
Paint mud textures on terrain using a dirt layer with wet reflectivity, adjusting brush size, rotation, strength, and jitter; place rocks, a ship, a lighthouse, and sculpt with noise.
populate the abandoned house garden with ferns and other props from free asset packs, create and organize prefabs, and mark objects static for lightmapping while testing performance in play mode.
Paint diverse flowers and grass textures on the terrain with the details editor, ensuring alpha transparency, adjusting height, width, and wind to create a natural, varied garden scene.
Import and apply grass textures from clipart, set alpha transparency, adjust noise spread and brush size to paint an overgrown garden, then test performance with a first-person view.
Add grass textures to the terrain, adjust density, and place varied grass to enrich the front garden while avoiding clipping and filling gaps for a natural look.
Add rocks to the abandoned house level by importing photo-scanned mountain assets, placing and scaling them, and blending their materials for realistic light baking.
Paint distant grass and scattered flowers to suggest overgrowth outside the fence, balancing detail with performance by using sporadic placement and varied brush settings.
Paint mud patches across the terrain with the mud brush and paint texture layers to create grass gaps and moss accents.
Install a cabin door and window, set them as static for light maps, and populate the interior with a table and rocking chair to enrich the cabin scene.
Download and import props from asset stores like Polly Workshop and wireframe warehouse, extract materials and textures for Unity, assemble cabin props and prefabs, and mark them as static.
Install and use Haddara's procedural ivy generator in Unity to create ivy objects with adjustable length, branching, leaf density, and materials, then refine via shader options and painting tools.
Learn to generate ivy on a central tree in Unity using Adara profiles, adjust branch density, leaf size, cling distance, and paint along surfaces while managing data files for performance.
Remove oversized mesh colliders from the tree and bench, then paint ivy along the path and cabin walls using the ivy tool, with colliders guiding growth.
Learn to populate an abandoned house scene in Unity by painting ivy on the front garden path, gate, and tree, using the ivy generator, remeasure, and adjust density and spread.
Position and duplicate doors and windows in villa using prefab buildings, align them to walls, and simulate open, broken, or boarded panes with wooden boards to complete the house scene.
Organize exterior props into a dedicated house props object, mark them static, and place outdoor elements like chairs and rugs using prefabs, while planning interior room layouts.
Populating an abandoned house interior with free asset store props, including cabinets, chairs, a TV, lamps, and paintings, while adjusting textures and normal maps for realism.
Design a dining room area in a Unity level by placing tables, chairs, vases, and decals, adding interior walls with a door, and configuring lighting and static lightmaps.
Arrange the kitchen area by placing and distressing washer, fridge, sink, and microwave. Duplicate countertops, adjust lighting, and plan texture tweaks and Blender edits to fit the abandoned house.
Adjust and compact the kitchen by moving, scaling, and duplicating props, align counters, and add lighting; then review from the player's perspective with fps and triangle counts.
Design the upstairs bedroom layout by placing bed, cabinet, chair, rug, and decor, while building interior walls to divide the house and add lights and textures in unity.
Create a bathroom layout by placing a quad floor, bath, toilet, sink, and a reflective mirror with a reflection probe, then distress textures and bake reflections.
Paint ivy on the outside of the abandoned house, adjust reflection probes and colliders for accurate surface clinging, and use IP set for painting ivy with precise brush settings.
Place and manage ivy along the side of the house in Unity, using painting tools and various colliders (mesh, box) while testing performance and keeping ivy groups separate for safety.
Apply ivy along the back of the house in unity by switching between mesh and box colliders for props, painting ivy with groups, and balancing performance while preserving abandoned ambience.
Add a wind zone to make the trees sway and fine-tune turbulence and pulse for realism, then identify items in the abandoned house that need distressing textures before exporting.
Cut a hole in a kitchen counter with a Blender boolean, then place and align a sink, export the assembled model to Unity, and apply basic normal and material fixes.
Craft a bathroom mirror in Blender by modeling a long plane, applying transforms, extruding and beveling, then unwrap uvs with seams and export as bath mirror.fdx for Substance Painter.
Learn to texture a mirror in substance painter for a Unity-ready abandoned house scene, using smart masks, wood textures, roughness, metallic, and exporting albedo, metallic, smoothness, and normal maps.
Import and set up a bathroom mirror in Unity, assign a material with albedo, metallic, and normal map textures, adjust UVs, and ensure the mirror is static for light mapping.
Bake 1k mesh maps in Substance Painter, import textures, and create albedo, roughness, metallic, and normal maps. Export 2k textures to Unity and apply to the fridge material.
Texture a washing machine in substance painter by applying diffuse, normal, and opacity maps, adjusting glass transparency, dirt, grunge, and roughness. Export textures for unity to reveal high-detail surfaces.
Import the microwave into Substance Painter, bake maps, and create textures with normal, base color, roughness, and metallic channels. Export Unity-ready PBR textures for the kitchen assets.
Texture bathroom props in Substance Painter, creating albedo, specular, and normal maps for toilet, sink, and tub; build a smart bathroom material, export 2k textures, and set up tiling floor.
Import and apply bathroom textures in Unity, assign albedo, metallic, and normal maps to the toilet and tub, tile the floor, and place scaled toilet paper props with lighting.
Texture cardboard boxes and a TV in Substance Painter using normal, diffuse, roughness, and metallic maps, apply dirt with smart masks, and export textures for Unity.
Design and export ground and wall decals in Substance Painter by layering dirt, oxidation, and damage with height maps and masks, then blur edges and export 2K textures for Unity.
Explore creating and applying decals in Unity using textures, normal maps, and alpha transparency, with static decals baked into lightmaps for a realistic abandoned house scene.
Learn to illuminate an abandoned house by configuring light maps, placing a mixed light source, adjusting intensity and range, and separating window lighting for realistic interior shadows.
Illuminate interior spaces by placing spotlights and area lights to simulate sunlight through windows, adjust range, intensity, and shadows for an abandoned house kitchen downstairs.
Apply interior lighting upstairs in Unity level design by duplicating lights, adjusting range, intensity, and shadows to illuminate windows, doors, and furniture, and prepare baked light maps for performance-ready visuals.
Learn how to prepare and bake light maps in Unity by converting lights to baked area lights, marking static geometry, and adjusting width, height, and intensity.
Adjust lighting across rooms by tweaking intensity, range, and direction in a Unity level. Bake lighting with ambient occlusion and optimize lightmaps using generated UVs and box projection.
Explore cabin lighting in Unity, adjusting main light intensity and color warmth. Then switch to an area light for interior illumination; apply generated light UVs and improve sink textures.
Bake a final lightmap for an abandoned house in Unity by adjusting lighting, managing texel density, and optimizing lightmap resolution to balance detail and performance.
Learn how to bake lightmaps in Unity, including shadow masks, baked directionality, and reflection probes, and evaluate performance and texture quality in an abandoned house scene.
adjust bathroom props with emission to match lighting, then add three-dimensional water, birds, and rustling sounds and dust particle effects to create immersive outdoor ambience near the abandoned house.
Demonstrates configuring post-process volumes in Unity to create interior and exterior lighting differences by darkening textures, adjusting fog, ambient occlusion, and using non-global volumes with blended transitions.
Master adding colliders to objects in the abandoned house scene, using capsule and box colliders, adjusting bounding volumes, and testing to prevent walking through obstacles.
Constrain colliders and game view to a fixed 1920x1080 resolution with aspect ratio to stabilize FPS. Use Unity Recorder to capture videos or images, saving to Recorded Movies for export.
Complete your level by turning a blank scene into a cohesive abandoned house using terrain sculpting, asset integration, texture work in substance painter, and post-processing with a playable area.
In this course I will be showing you a professional workflow for creating a level from a blank scene through to completion that is inspired by the video game: "The Last of Us".
We will be using free props and models collected from various places online and I will be showing you how you can modify them in Substance Painter to make props fit within an environment that meets your vision.
We will be covering the following:
Terrain sculpting
Painting terrain textures
Arranging flowers, grass, ivy, rocks and trees
Level layout of an abandoned house
Re-texturing assets in Substance Painter
Creating decals in Substance Painter
Lighting and baking lightmaps in Unity
Using post processing volumes
Adding environmental sounds
Recording video within Unity for your portfolios
By the end of this course you will have developed the skills needed to build your own levels for your own games.
I look forward to seeing you in the course
Music by Jason Shaw: from freemusicarchive