Cybercity Adventure

Explore the abandoned cyberpunk city for any clue to help humanity fix the toxic atmosphere.

Name: Cybercity Adventure

Game Genre: Interactive environment.

Team Size: 2

Game Engine: Unreal Engine 5.

Source Control: GitHub Desktop.

Elevator pitch:

Humanity has been advancing at an alarming rate, and with that has come the downfall of the ozone layer. The cancerous sun rays paired with smothering fog has rendered the surface too toxic for human life. But in the center of the city, giving birth to many technological advancements, lies the preserved dynasty temple. You have been tasked to search the city for an artifact that could be humanity’s last hope.


 

My Contributions

Level Designer

It was my job to use provided assets to recreate the entirety of the city, including the buildings, subway system, road systems, and clutter. I was also in charge of pacing the gameplay, and directing the player towards the temple.


 

Gameplay:

 
 

Design Process

Dimensions being taken from a map provided in the asset pack.

The first step in designing the environment was finding the right asset pack to use. The point of this game was to focus more on aspects of level design, so it allowed me to focus purely on pathways, vista points, landmarks, and overall atmosphere without having to worry about asset creation.

Once we found some reliable asset packs (which I have linked at the bottom of this page), we began analyzing the assets and figuring out different measurements of modular assets, ranging from roads, to pavements, and buildings themselves.

This meant that when creating the greybox for the environment, I was able to accurately plan out where everything would be. This led to a smooth transition from placeholder assets to actual assets, with minimal change.

 

Greybox level showing the starting area

Greybox assets replaced with detailed assets, with little to no modifications to size and placement.

Middle of the city, containing the subway.

The final design for the area.


Level architecture

Narrow Spaces:

Intimate Spaces:

Prospect Spaces:

Arrival moments: