Week 6 -- 3D Arc: Interaction, Enemies & Storytelling
Date: May 22, 2026 (potential emergency closure day -- backup: May 29 / Jun 5 / Jun 9) Arc: 3D Game (Week 2 of 3)
Featured Game: Sid Meier's Ace Patrol (2013, Firaxis/2K)
Brian was Senior Producer. Show a few turns of gameplay.
- What to notice: 3D space used for strategy, not just action. Camera angle, elevation, positioning all matter.
- "3D doesn't have to mean first-person shooters. This is a turn-based strategy game where the 3D space IS the puzzle."
Play-Test Spotlight
Selected student demos their 3D environment.
Learn
3D Collision and Triggers
Porting 2D concepts to 3D:
| 2D Concept | 3D Equivalent |
|---|---|
| Collision with enemy sprite | Collision with 3D enemy object |
| Picking up a 2D coin | Walking into a 3D collectible |
| Touching a door sprite | Entering a trigger zone near a 3D door |
| Platform edges | Ledges and drops |
Trigger Zones
Invisible areas that activate events when the player enters:
- Open a door when player approaches
- Spawn an enemy when player enters a room
- Play a sound when player reaches a certain point
- Display text or objectives
Environmental Storytelling
Telling a story through objects, placement, and space -- no dialogue needed:
| Technique | Example |
|---|---|
| Object placement | Overturned chairs suggest a struggle |
| Lighting | A single lit room in a dark building draws attention |
| Contrast | A pristine room next to a destroyed one |
| Found objects | Notes, photos, tools left behind |
| Path of destruction | Claw marks, broken glass, scorch marks |
Key Vocabulary
| Term | Definition |
|---|---|
| Trigger zone | An invisible area that activates events when entered |
| Environmental storytelling | Conveying narrative through the game world itself |
| Spatial audio | Sound that changes based on direction and distance |
| Projectile | An object that moves in a direction (bullet, arrow, fireball) |
Build
- Add interactive elements: collectible items, a locked door + key, trigger zones.
- Add at least one enemy or hazard adapted for 3D (patrolling guard, moving obstacle, danger zone).
- Add a HUD: score, objective text, or health bar.
- Environmental storytelling pass: place objects and details that hint at a story.
Play & Feedback
Play each other's 3D games. Feedback: "Did you know what to do? Did the environment tell you a story?"
Resources & Further Reading
- GDevelop 3D Collision Documentation
- Environmental Storytelling in Games (YouTube)
- What Remains of Edith Finch -- Environmental Storytelling Masterclass
- Level Design Book - Environmental Narrative
Stretch Goals
- Multiple rooms with different moods/themes.
- A simple puzzle (find item A to unlock area B).
- Lighting to guide the player or create atmosphere.