This gateway would be the only one that would open up, as per the scale of our vertical slice for this project.
After our Environment Designer, Xane completed a prototype for the art and door opening animation, I created a transition from the Hub scene to the Depression Gate scene:
After this, I created a camera zoom-out for a more grandiose effect for the Depression Gate, due to feedback from playtesters:
This was accomplished using Cinemachine as I am able to create multiple camera angles in the hierarchy and then transition from one another using a ‘Priority’ value in the inspector. A more detailed explanation is in this Procedural Room Generation Development Post.
Playtest Changes

During the playtest, one of the playtesters walked as far as possible in this scene and was able to see further than the floor tile was implemented. To fix this, I simply made the invisible walls closer, restricting the players’ movement.