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Open World City 

About the Project:

This is a project made for an open-world assignment during my time at TGA. For the five-week project, I decided to make an open-world European city. For gameplay, I decided to add a parkour system so that the player can smoothly traverse with parkour over the entire city. The map was created with flexibility in mind, as it can fit a story-based game such as Dying Light, or an open-world survival like DayZ. The final changes are made for a quest-based RPG, with safe zones and hubs.

Overview:

A top-down zoomed-out perspective, to show how the city would fit into a bigger world. 

Horizon.jpg
City_top.jpg
Bioms.jpg

Color-Coded Layer

Orange: The old town of the city.

Blue: The tourist-centered commercial district.

Purple: Closely-packed modern apartments.

Light Blue: Tall skyscrapers and residential buildings.

City_top_roautts.jpg

Parkour Route Layer

All rooftops are connected to provide seamless and fluent parkour throughout the City. This system was created to never produce a 'dead-end,' so the player may continue to freely move no matter where they are in the city.

 

Parkour Systems

This city is built to support a movement system where the player can freely move around the city. The overview above shows the different routes in the city and how they can take you all over the city. 

While the movement system was not created by me, I produced a map that fully support the included mechanics.

Showing the city

Custom-Made Assets

Modular buildings meshes

The modular system and all meshes for this project were produced within a short 2 week period. Everything was created with a matching swedish-inspired styling, so each module can be easily interchanged with another piece.

In addition to the building assets, I also create numerous small detailing meshes. These are optimized and work fully with the open-world environment, as well as with the parkour system.

The Buildings

All 30+ buildings in the city were created with modular pieces.

Toxic Gas Gameplay Idea:

The map is easily transferable between many types of games, but the project is also made with a specific gameplay loop in mind. Due to a deadly toxic gas, humanity has been forced to live and traverse on rooftops to survive. The looting would be done on the ground level, so when the gas is moved by the high wind you have to loot before the gas returns. Bandits are also present, and the player must fight or avoid them in order to secure their loot. The city also has zones that act as safe houses where bandits could settle down and quest hubs could be placed. 

City_top_GasIalsnds.jpg
Iteam_lock.jpg

The whole island is divided by a large river that provides choke points in the form of bridges. These can only be traversed with gas masks (rare to find, but can be bought or gained from quests).

Gas Example:

Gas.jpg

This is an overview showing the difficulty of the island. The lighter the red, the easier to loot. The green are safe zones and the orange are bandit camps. The red area in the left corner is an endgame zone that hosts the main bandit base.

City_top_zones.jpg

Project Timelapse:

When making the city I wanted to create a blend of functionality and realism. I think I achieved that with the city's design. It looks realistic in its layout yet still feels great to travel in.

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