

This can be exaggerated by placing the assets further apart on the z axis or closer to the camera. They place assets at different depths to create a parallax effect as the player runs through the scene and the perspective camera can follow it. This helps the player navigate the world as each scene becomes memorable with its own landmarks or assets. It can be challenging to find the right shapes to create an effective scene that is also readable by the player. Placing assets is sometimes like a big 3D puzzle. As assets are positioned, the “Sort'' feature of the Light Tool ensures the assets are properly assigned and rendered at the correct depth. They continue with big assets such as trees, rocks, and hills to create a good composition, adding details later. Placing a few assets in the foreground and background helps to set up the lighting. The team usually starts with placing the midground assets to outline the colliders and reinforce the surfaces of a scene. Their atlases are divided into categories like rocks, trees, and small assets. Having assets tied to specific levels helps with optimization. The team also created a library of assets divided into multiple atlases for a specific level, so they can easily pick out assets for use in the scenes. With these two processes combined, the studio can create large, detailed parallax levels with specific lighting scenarios per layer. This defines which Sprite Renderers are affected by a specific 2D light. Once this step is completed, the tool assigns a layer based on the previously defined subdivisions in the scene. Once this list is generated, the tool assigns values linearly, making sure that the assets are rendered in the correct order. Then, the assets can be sorted from closest to furthest based on the z depth of each asset in the level section. Once the team defines the layers, such as background and midground, the Light and Layer Tool gathers all the Sprite Renderers in the scene section. This tool enables the team to manage the lighting and the sprite asset sourcing and ordering, as they build detailed levels using a large quantity of separate sprite assets to create parallax levels. The collider line is used as a guide to sketch compositions and ideas for creating a batch of assets and placing them into the scene.īut before doing that, the scene needs to be set up with the Light and Layer Tool, a custom tool that the studio’s Lead Programmer, Matt Taylor, created. It’s also the surface that the player walks on. This is placed as the foundation of the level and gives the scene its general shape. Every scene creation begins with the Collider Tool, which is a custom tool created by the studio’s level designer.
