Prelive 3D World Editor

I created Prelive 3D World Editor as an internal tool for the team to prepare interactive 3D environments. It brings placement, interaction setup, navigation checks, and world configuration into one visual workspace, connecting the design of a space with the data needed to bring it into a product.

Prelive World Editor showing European Village and the authored entity list

My responsibilities

My role was product development: building the editor and connecting its spatial tools, configuration controls, and validation into a practical workflow for the team.

Tools and technologies

  • React
  • TypeScript
  • Three.js
  • React Three Fiber
  • Zustand
  • Recast Navigation

Project context and challenge

A 3D environment provides the setting, but an interactive world needs more than visual assets. It needs starting positions, characters, meaningful areas, and rules for interaction and movement.

These decisions are spatial: a character needs to sit in the right location, an interaction needs an appropriate reach, and a route needs to connect usable spaces. Coordinates alone make those relationships difficult to judge. I created the editor so the team could configure and inspect them directly in the environment.

Project goals

  • Make spatial decisions visible and easier to review.
  • Connect world design to structured data for development.
  • Identify configuration and navigation issues before integration.

Process and key decisions

I kept the imported environment separate from its interactive configuration. This lets the team adjust placements and behavior settings while preserving the underlying 3D asset.

The workflow combines direct manipulation with precise property controls and JSON editing. Visual tools support spatial decisions; structured editing gives developers access to the same configuration. Validation connects the two by highlighting issues that need attention.

Solution

Configure the world visually

The editor supports player starting points, character placements, zones, and interactions. The team can position elements in the scene, refine their properties, and inspect how they relate to the surrounding space. Snapping, measurement, and undo/redo support careful iteration.

Cafe Shop zone selected in the 3D environment, with position, rotation, shape, radius, and height controls

Inspect movement through the environment

Navigation tools generate a walkable surface and let the team inspect routes between selected points. This makes blocked paths and disconnected areas visible during development, supporting decisions about how characters should move through the world.

Top-down navigation preview with a walkable overlay and a passing route from the player spawn to Cafe Shop

Prepare world data for development

Validation surfaces missing references and configuration issues, with links back to relevant scene elements. Draft saving, versioned world configuration, and JSON export help preserve changes and prepare the data for integration.

World configuration validation showing no errors or warnings, with collider and boundary diagnostics

Validation and outcomes

The result is a working internal editor that brings spatial authoring and technical preparation into one workflow. Automated tests cover configuration validation, editing history, coordinate handling, and navigation generation and reload.

Its contribution to the team is a concrete way to review how a world is configured before integrating it into the wider product. This case study documents the delivered capabilities; team-wide productivity gains have not been quantified here.