How the level building started was from a mood board that Dylan had collated so that I knew what sort of vibe he was after as he was the narrative designer for the game.
Using these Mood boards as inspirations I had created a quick office level so that we can start having a level so that we can start to test some scripts such as the controls and the character movement while I worked on the proper level to avoid any issues while scripts where changed as I added to the level.
Having separate Unity scenes dedicated to writing code and level building greatly enhances the efficiency the development workflow. In the code-writing scene as you can see above Dylan can focus on refining the chopstick controls for the game. By separating the code-writing and level-building processes, we can work concurrently, with minimal overlap or conflicts. Changes made in one scene won’t inadvertently affect the other, allowing for better collaboration and reducing the risk of introducing unintended bugs. Furthermore, having dedicated scenes for specific tasks makes better organization and improves overall productivity. It enables us to focus on their specialized areas of expertise without distractions. It also facilitates a modular approach to development, as individual scenes can be easily shared, version controlled, and reused in different projects. This separation of concerns ultimately promotes a more streamlined and efficient development pipeline, leading to better code quality and more polished game levels in Unity.