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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)

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 Concept3D Equivalent
Collision with enemy spriteCollision with 3D enemy object
Picking up a 2D coinWalking into a 3D collectible
Touching a door spriteEntering a trigger zone near a 3D door
Platform edgesLedges 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:

TechniqueExample
Object placementOverturned chairs suggest a struggle
LightingA single lit room in a dark building draws attention
ContrastA pristine room next to a destroyed one
Found objectsNotes, photos, tools left behind
Path of destructionClaw marks, broken glass, scorch marks

Key Vocabulary

TermDefinition
Trigger zoneAn invisible area that activates events when entered
Environmental storytellingConveying narrative through the game world itself
Spatial audioSound that changes based on direction and distance
ProjectileAn object that moves in a direction (bullet, arrow, fireball)

Build

  1. Add interactive elements: collectible items, a locked door + key, trigger zones.
  2. Add at least one enemy or hazard adapted for 3D (patrolling guard, moving obstacle, danger zone).
  3. Add a HUD: score, objective text, or health bar.
  4. 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

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.