Final Level Update

Over the last 2 days I’ve been working on making my level more detailed and interesting to play. I added a ton of new objects, textures, normals, lighting, particles, and much more.  The level is has multiple floors with unique scenes on each floor. I tried to go for a scary horror feel with the lighting and atmosphere but it turned out to be humorous at times, which in itself isn’t bad, because it adds a lot of uniqueness to the floors.

I worked a lot on light and to have it show the player to go where they need to go.


I like this room a lot, its really weird and either spooky, or kind of funny I guess because of all the glasses (also peep the glass in the fireplace).


This is the starting room, worked a lot on appropriate lighting.


Weird room, kinda spooky, sword in the middle, white light again showing the player where to go.


Next floor, library kind of thing. The red light and particle system near the bookcase are actually there to help the player progress. That bookcase is a secret entrance to the top floor. (I tried to make it very obvious). Also the model is different for that bookcase and the textures and normals are also different.


Player view at the start of the floor, its pretty obvious


Leads to this staircase, which leads outside to the roof



Wowee look at that a blue light illuminating the sword the mouse is looking for. Blue light to show the player if a floating animated sword wasn’t obvious enough


Nice view of the entire level

Overall, I’m impressed with my progress.

I came into this class with virtually no Maya, animation, or unity experience. I’m definitely much better at these programs’ interfaces.

A few things that I would do if I had another week is to add the cats the level and animate them. Next, I would add more animations to objects, kind of make them move around to give off a scarier feel, as well as hitboxes for when these animations would occur.

Another thing I would do is add more clutter and objects to have a more cohesive feel to the entire level. One last thing that I would do is improve on my lighting. I had not worked with lighting much, which led to some problems on my first final project post.







Final Level

First off, I would like to apologize for the potato quality. All these screenshots were taken on my personal computer instead of the lab computers because I’m back in Delaware for the break and my computer has no dedicated graphics card.

Anyway, here are some screenshots of my favorite parts of the level.

Elderly mouse who yells at you to get off his lawn when you get too close

Impatient mouse tapping his foot and checking his watch. When you get too close, he jumps back in surprise.

Searching mouse who scans the horizon for someone/thing and waves at you when you get close.

This double decker house in the mouse village.

One of the towers overlooking the mouse village.   
The windows of the mouse houses in the mouse village.
The 3spoopy5me cave at the edge of town.   
The floating sword inside the cave, complete with sound effects and glowing particles.

Also Max is still magically teleporting away for some reason and I can’t get him to stop,. but if he stayed where he’s supposed to, he would also be in this list of screenshots.

Also also, trying to build the WebGL game comes up with a scripting error. I’ve rebuilt it a couple times and keep getting the same error. Any ideas on how to fix it are welcome!

Final Level

I want to start off that my light baking turned out weird.   Everything just turned green and this process took 5 hours and 34 minutes so I so I actually restored a previous version before the bake for the WebGL.

Baking Error:


There are 3 animations that you can interact with: 2 mice and the bookcase

There are also 3 NPC mouse animations scattered throughout the level.
Tip: you can jump onto the stool or bucket to see the environment outside.
-Mouse model provided by Prof. Rosenstock.
-decor Bookcases, purple chairs, and desk provided by Isaiah Cochran.
-Music from my roommate John Frigo.
-Fire and Weapon sound effects from

Will Gaddis Final Level

Pretty happy with how my level turned out. I think the textures are great, and the mood comes together well. I could certainly add more animations and some clutter to the level, but it came together mostly as I envisioned, though to a smaller scale than originally planned.


Deleting your environment accidentally can lead to some complications when it comes to trying to get all the requirements for this project. So the environment and build isn’t exactly what I wanted to portray, but grasps the idea I was going for I guess.

I really liked this lighting that I got to work (although it was cooler in the deleted build), I definitely think that the mood aspect is the only one I have going for me since I spent a lot of time on the lighting and composition aspects.


Rachel Whalen Final Game

My game is not ready to be published yet. I am very sad about that, but all of the pieces are done. They just need to work.

Mosaic floor. It’s a flower

all of the pieces above move as a part of the level.

Here is a link to a google drive folder so you can see my animations.

Dining Hall Level

Here is the current build of the whole level. Unfortunately the WebGL build doesn’t look very good since most of the environment is meshes, which for some reason causes a lot of z-fighting for the build (it works fine inside of Unity).


Dining Room:


Storage Room: