Designing for 3D while continuing the GDD
Level design for a 2D game is more straightforward because players navigate in only two dimensions. In contrast, 3D games involve that extra dimension – depth – in gameplay, contributing to more complex level design. In 2D, the screen space is represented by the X and Y coordinates. In 3D, the floor plane is represented by X and Z (depth), with Y still being used for the vertical axis – Unity’s 3D coordinate system is defined as a Y-up environment.
Figure 10.1 – 2D versus 3D coordinates
As we already know from our previous 2D work, the Z axis still exists but is represented straight on with the camera – either in the front or in the back – and only applies in some cases when layering objects in the scene.
Moving on, we’ll attempt to simplify the 3D design process using a modular approach, but it all starts with the game design again. Let’s review...