CYBERPUNK THEME LEVEL

My task was to design a mid-game level for a cyberpunk-themed game, where players are already familiar with the mechanics. The project was a collaborative effort between three team members, with each of us responsible for a different part of the layout. My role involved creating the overall structure for all three sections, planning the quest, and designing the city map, a segment of the open world for exploration, as well as the initial quest objectives.

The main map consists of three key areas: the city for exploration, the Tyger Claws’ den, and the tower the player must ultimately reach. My goal was to apply architectural and urban planning principles, specifically drawing on Kevin Lynch’s theory of the “5 elements.” I used this framework to design the city layout by incorporating Lynch’s five key points:

  1. Districts – Dividing the city into distinct zones: the open exploration area, the closed den for battles and gameplay, and the pathways leading to different sections.
  2. Paths – A variety of routes across multiple levels, including diverse paths for different types of movement and exploration.
  3. Edges – Utilizing elevation changes and creating strong boundaries through buildings and streetscapes.
  4. Nodes – Focal points in the city that naturally guide players through key locations, emphasizing transitions between different areas.
  5. Landmarks – The tower that looms over the city, serving as the player’s ultimate objective and a visual anchor within the urban landscape

I aimed to design the city’s layout to highlight verticality, with clear distinctions between levels, main and side streets, vehicular and pedestrian routes, and open versus closed zones. The city includes a mix of public spaces, like the open market area, and private spaces, such as stairwells and rooftops, to give a sense of dynamic urban life within the game world.