Creating a Mech Hangar Room

Gabriel Perez
4 min readJan 14, 2022

Today I level designed a small mech hangar room in Unity!

I am learning how to put together a level by using assets available to me from GameDevHQ’s filebase plugin. The course itself goes through the process of level designing a Control Center/Lab room by the instructor Al. I like to challenge myself when the opportunity arises. So instead of following the same design as Al’s, I decided to follow through and make some changes.

The orange color didn’t sit well with me, so I changed the texture provided from the course to a blue-ish metallic texture in photoshop.

Filebase has several models that we can download into our assets. It truly made it easy for me to look around and find things I wanted for the scene.

Filebase is only accessible for students registered to the GameDevHQ’s Professional Unity Developer Program.

I started constructing the floors and moving, duplicating, and rotating the 3d tiles to their desired placement.

Secondly, I started constructing the walls. To make them interesting, going from dark to light to dark, and vice versa gives depth to the scene. So I experimented to come up with a couple of wall variants and alternate them around the layout of the ground.

Next, I constructed columns around the walls with an archway. I put together a column made up of three pieces and turned it into a prefab. Adding columns to break up the plain wall adds depth to the scene.

Next, I constructed the ceilings. One for the entrance and the other for the main room.

Next, since the shell of the room is complete, I can fill it with awesome assets to make the place livelier. Again, I went with a different direction for the design of the level from Al, the instructor. I turned it into a mech hangar instead of a sci-fi lab/control room.

From this:

To this:

Lastly, I added colliders around the level and the objects.

Finally, learning how to navigate and use short-cut keys to place objects around made the set-up a breeze. Also, organizing the hierarchy for a specific element in the scene caused no frustrations! It’s worth putting in the time to create empty game objects as folders and moving all relatable objects into it.

In conclusion, I had a blast setting up this scene! It is not close to being finished, but there will be more details, especially when I use Unity’s Universal Render Pipeline and the High Dynamic Render Pipeline. The scene will look more realistic with better lighting and materials.




Gabriel Perez

Hello everyone, My name is Gabriel Perez, I am a Unity Developer and a creator who is always learning and experimenting.