This is simple mocap presentation and suggestion for dynamic level design in Pillars of Eternity 2.
What
The concept is:
when player interacts with certain objects|artifacts|levers, parts of the map begin to transform some secrets could be hidden using this perception of the level (for example if player is in switch spot, somewhere else opens secret wall in the level ) this could be part of an environmental puzzle iteration process can have even more depth; for example turning the switch/lever again, level starts to change even further; than after final switch turns into starting state after the switch, some paths and corridors are opened, others are closed and vice versa
Why
player must think to achieve some goal, solve the riddle, complete the quest
purpose is to think how to reach certain area or item which are unreachable at first
exploration value and interesting level design
How
Animation of 3D objects can be set in separate render layer in Unity.