in most companies i have worked at, the level pipeline was, a designer is moving around big collision blocks for gameplay, a level artist is lining up props and assets around the big boxes, a lighting artist is...well lighting it and a scripter/gameplay event designer is going in and adding in navmesh and triggered event stuff.
In UDK we would just have a blank level, and that level would reference multiple other levels so each of these artists didn't have to worry about "oh...you are working in this scene...its cool, i can wait". Is there a way to do this in unity? where the lighting artist can set up lights without holding up what the level guys are doing?
THANKS
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