![]() ![]() There are countless details that can make places breathe, and instantly help a city come to life, though realizing that cities are much more than the sum of their roads and buildings is crucial when it comes to crafting them. An urban fantasy environment that feels concrete will make the game it is supporting feel believable itself. Dark alleys sporting deadly urban fauna must feel plausible, as even high-fantasy worlds need consistency. A successful city, you see, has to feel real, and in order to feel real its complexities and major characteristics have to be understood. Of course, troubleshooting is not enough to carry your project all the way towards the creation of a living, breathing, unique, and thus believable and exciting game city. ![]() Spotting and fixing all too common problems is an important part of my urban consulting work problems such as a town not making sense on any real map, a supposed metropolis with a population of a mere 100 people, a central avenue feeling too short and empty, glaring omissions, atmosphere-damaging anachronisms, or even drop-in bars located in the middle of the urban wasteland. What's more, I can help you avoid all the immersion-breaking urban aspects designers of game cities, and level designers usually get wrong or do poorly. Those are the exact kinds of urban questions I can answer for you according to your project's needs, and then go on and create your city's plans, simulation models, detailed descriptions of everyday life, or even the GIS mapping of your interactive regions, settlements, and urban centers. What about architecture? Urban character? What do open and public spaces look like? Are there any? And where should one place a palace in relation to the dungeon and the factory district? How many inhabitants would a place require to feel right? Are there slums and wealthy districts? Where? How about rivers and hills? Infrastructure? Does the place need a functioning economy? How can we show city life and project a strong and memorable urban image? Where should one start from? How many streets would be enough? What should said streets be made of? How is the street network organized? Are there pavements? What about urban furniture or street art? What sorts of people and/or beings are usually seen roaming those streets during the day? During the night? Should every street have the same width? And how could I hide the short length of my in-game streets? Is there more to a city than streets? Then again, creating a city from scratch is admittedly a daunting and difficult task. Yet ancient, fantasy, contemporary, sci-fi, stylized, historical, and even cyberpunk cities are rarely given the attention they need and, even when designers do get them right, they almost never take advantage of the immense storytelling and game design opportunities a rich and realistic urban environment provides. From mere backgrounds in arcade offerings and intriguing maps in adventure games, to sprawling open worlds and stealthy RPG levels, urban environments are a major, and indeed varied, ingredient of the majority of video games. ![]()
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