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Week 5 -- 3D Arc: Space, Camera & Environment

Date: May 15, 2026 Arc: 3D Game (Week 1 of 3)

3D Game Development

Brian worked business development. Show the opening -- the player navigating the Mega Pizzaplex.

  • What to notice: 3D space creates tension. You can't see behind you. Corridors create suspense. Open areas create vulnerability.
  • "In 2D, danger comes from left and right. In 3D, danger can come from anywhere -- and that changes everything about design."

Play-Test Spotlight

Selected student demos their completed 2D game.

Learn

Why 3D?

What changes when you add depth:

2D3D
Player sees everythingPlayer has limited view
Danger from left/rightDanger from any direction
Flat spritesObjects have volume
Camera fixed or scrollingCamera is a design tool
Simpler to buildMore immersive

GDevelop 3D Basics

  • 3D Box objects -- textured cubes for walls, floors, ceilings
  • 3D Model objects -- imported .glb models for complex shapes
  • Camera positioning -- where the player "looks from"

Camera Types

TypeDescriptionGames that use it
First-personYou see through the character's eyesFNAF, Minecraft, Portal
Third-personCamera follows behind the characterMario 64, Fortnite, Zelda
FixedCamera stays in one placeSecurity cameras, puzzle games
Top-downLooking straight downRTS games, some RPGs

3D Space: X, Y, Z

  • X = left/right
  • Y = up/down
  • Z = forward/backward (depth!)

Preventing Players from Getting Lost

  1. Landmarks -- unique objects players can orient by
  2. Color coding -- different areas have different color palettes
  3. Lighting -- bright areas attract, dark areas warn
  4. Linear layout -- start simple before adding branching paths

Key Vocabulary

TermDefinition
3D BoxA textured cube object in GDevelop
Z-axisThe depth axis -- the "new" dimension in 3D
First-personCamera positioned at the character's eyes
Third-personCamera positioned behind/above the character
SkyboxAn image that wraps around the entire 3D world to simulate sky
TextureAn image applied to the surface of a 3D object
LandmarkA unique, visible object that helps players orient themselves

Build

  1. Create a new 3D project in GDevelop.
  2. Set up a ground plane and textured walls using 3D boxes.
  3. Add player movement: WASD + mouse look.
  4. Build a small environment: 2--3 connected rooms or areas with distinct visual identities.
  5. Apply different textures to surfaces so spaces feel different.
  6. Add at least one landmark -- something the player can orient by.

Play & Feedback

Walk through each other's 3D spaces. Feedback: "Could you find your way? Did it feel like a real place?"

Resources & Further Reading

Stretch Goals

  • Skybox or ceiling.
  • Atmospheric lighting.
  • Ambient sound (wind, hum, drip).