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  • ​​Provide interesting spaces for quests and gameplay challenges. ​​

  • Create interesting verticality.​​

  • Encourage exploration and scavenging.

Train & Container Yard

Blocked Corner tunnel.png

Challenges

Because of the shape of the dome, the area I was working with wasn't very intuitive to build upon.

Solutions

I focused on blocking off the edges of the camp site first, using a tunnel and a derailed train. Both structures aid with swift traversal into the city and give the player some height. ​​​

The Inner City

  • ​​Provide interesting spaces for quests and gameplay challenges. ​​

  • Create interesting verticality.​​

  • Encourage exploration and scavenging.

Challenges

​Making monolithic spaces often found in cities interesting to traverse.​​​
Creating a convincing city centre in the limited time available.
Making sure there are enough landmarks to encourage exploration of the whole map and help the player navigate easily.

Solutions

I put the city on a slope so I could create more high and low points, adding some variety to the space
I created landmarks through either broken buildings or unique architecture and placed them in key locations aided in navigation and made the area more interesting to explore.
Screenshot 2025-05-15 231431.png
I used the roof space of the buildings to facilitate smaller parkour areas for a tighter gameplay experience that contrast.
  • Lean into the parkour and gliding aspect of the gameplay.

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  • Make the city feel easier to navigate and more traversable

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  • Give the player easy gliding access to other areas of the map.

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  • Provide new areas to explore.

Rooftops

Challenges

Making each rooftop a fun experience.
Making the most of small spaces.

Solutions

I took inspiration from parkour and placed differently sized assets in the level to create different paths leading higher and across buildings
Rooftop1.png

Path & Pacing

  • Provide the player with an easy to spot, recommended path.

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  • Make sure other paths also support easy navigation and a good experience

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  • Make sure the player can always spot something they want to explore

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  • Provide easy access to rooftops.

Challenges

Trying to imagine an intended player path in an Open World study not focused on the implementation of quests.
Finding effective ways to signpost paths to the player.

There are paths that provide height to give the player an idea of where they can go next.

Height providing information 2.png

Solutions

I used foliage and framing to make paths clearer.​​​
Creating paths with foliage.png
Use of trains.png

I added climbable window panes, balconies and frames on the buildings to make sure the player can reach the rooftops from anywhere

Everything is climbable.png
I took the opportunity of expanding beyond the borders of the roof which made the level more interesting as a bonus. 
Screenshot 2025-05-15 231431.png

I placed ladders in the level for extra guidance and an alternative way to climb.

Framing Paths.png
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