![]() It was a big challenge for the Concept Art Team to design buildings that not only follow the art direction but also stick to very strict dimensions that comes with parkour. Every building that you see in the game was created in cooperation with the Level Design Team to make sure climbing and running on the rooftops is fun and satisfying. The second layer, that comes along with the first one, is level design work. I also have to mention that we put a lot of effort to provide clear points of interest on the skyline for the same reason. It’s the first layer of design that helps players understand the space they’re surrounded by on a subconscious level. We have people with an architecture background on the team to keep an eye on it. ![]() From an urban design point of view, we needed to design believable city structures. It's a modern area full of offices, shops, and apartments. Central Loop is a very different district in terms of architecture and pre-apo function.
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