Whiteboxing a level for better asset creation
Back in Chapter 2, Starting Our First Project, we used a method called whiteboxing to construct a mockup of our level. There are two reasons for this. First, we want to create a simple mock up for testing purposes with our target player base. Second, we want to get a good idea of how large to build our custom game assets, as well as where to put them. Through this process we quickly end up with a working prototype. For this level, we will be doing the same thing but we will also be paying attention to where we want the player to go and how they get there. This means using blocking volumes.
Blocking volumes are essentially invisible walls in your level. Designers use them to make sure players don't get stuck in certain parts of the level and to ensure that players don't just jump over a railing and miss an important scripted event. In our case, we want the player to not be able to fall into the space station's docking area or...