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2 posts tagged with "Editor"

Editor workflow, authoring tools, and preview/runtime alignment.

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Building PS1 Levels with Level Builder

Beyond drawing models, Polygon Engine needed tools for building spaces a player could walk through. A simple room brings together several problems I wanted to solve: floors seen in perspective, walls close to the camera, doorways, and collision that lets the character move without passing through the geometry.

Working with that kind of space helped me connect rendering to level editing. Changing a wall's size or the shape of an entrance also meant considering how it would look on PS1 and what collision volume it needed. Level Builder is part of that process of creating and reviewing the level.

How Polygon Engine Started

I have wanted to make games for the original PlayStation for a long time. As a Unity developer, I imagined doing it through a workflow similar to the one I already used: create a scene, place objects, add components, and write their behavior. That was the starting point for Polygon Engine.

I wanted to combine that workflow with a Windows 95-inspired interface. I liked the idea of opening the editor and feeling as though I were developing a game in that period, with the conveniences of a current tool. To make it work, I first needed to understand how a scene built on a desktop could become a game running on PS1.