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URBAN PLANNING IN GAMES

To see how I implemented this knowledge in my projects you can check out my project Trpola (WIP)

Cities in games serve multiple roles: Navigation, Exploration, Storytelling and Player engagement. A city that has a good design supports gameplay and readability without confusing the player.

 City Types and Space

Cities usually fall into two planning structures. City Blocks and Superblocks.
-City blocks are smaller has grid layouts that guide people organically.
-Superblocks are larger intentional zones with less partitions and room for variation

Every city can be described using three basic space types;

1-Streets
2-Squares
3-Backyards

These three thing serve as the backbone of any city layout and should be defined early in the game development process.

Three Things That Define Urban Feel

When blocking out a city map, Level Designer should always define three parameters that decides how the city feels and plays

1-Size

Size refers to the actual footprint of the city. Its shape, extent and edges. Defining clear borders and edges helps the player understand the limits of exploration and make sure that transition feel intentional rather than fake.

2-Proportions

Proportions control how space reads:

-Street widths relative to building heights.
-Distances between major routes
-Sizes of blocks and public spaces

Balanced proportions improve orientation and help players predict where to go next.

3-Level of Detail

The level of detail affects immersion and readability:

-Density How crowded the space feels
-Uniqueness Distinctive features of assets and landmarks
-Clarity Readability of space during movement

These parameters should be tuned relative to player movement speed
-Faster movement situations can work with low detail less density but slow movement scenarios needs that rich details.

Slow Paced Event 

High Paced Event

Visual Diversity and Neighbourhoods

A city should not look like one repeating pattern. Players rely heavily on visual cues so Level Designer can use three foundations for defining neighbourhood identity.

1-Layout

Different movement patterns block sizes and street orientations help players distinguish areas. Repetition without variation can make navigation difficult.

2-Architecture

This includes building styles, colours, heights and conditions. A district of low worn buildings should feel different from one with taller polished buildings.

3-Landmarks

Landmarks are really important for player memory. There are several types of landmarks.

-Main landmarks visible from far away and player can navigate through it
-Local landmarks define smaller areas
-Bottomless landmarks landmarks that are visible from far aways but not readable at close range, their function is long distance reminders rather than close range navigation. They help maintain global direction without becoming interactive places.
-Landmarks with recognizable bases landmarks designed to be readable at close range. Their ground level shape and surrounding space allow players to identify their exact position when navigating.

Streets in a city should generally point toward or between landmarks so players can navigate accordingly.

Street Networks and Movement

When laying out street networks Level Designers should follow these things

-Large streets should connect with other large streets or transition into squares so they can connect small streets. Large streets should not end with dead ends.
-Primary streets act like arteries connecting major areas while smaller streets function like veins.
-Straight long streets should be used carefully they can reduce performance offer less navigation and feel boring because of low input by player.
-Introducing curved or angled streets naturally breaks up sight improves optimization and forces the player to engage.

Space and Player

Urban planning should balance tight and open spaces.
-Tight spaces like narrow streets and alleys focus the players attention and encourage closer exploration.
-Open spaces like squares or plazas provide clear transition between different urban areas

But most importantly Game cities are for fun

:)

Resource Video by Ania Bulavina at GDC

GDC Talk

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