{"id":18922,"date":"2018-04-30T15:03:00","date_gmt":"2018-04-30T15:03:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/317195"},"modified":"2018-04-30T15:03:00","modified_gmt":"2018-04-30T15:03:00","slug":"blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/04\/30\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2\/","title":{"rendered":"Blog: Designing a vast urban sprawl for (the cancelled) Prey 2"},"content":{"rendered":"<p><strong><em><small>The following blog post, unless otherwise noted, was written by a member of Gamasutra\u2019s community.<br \/>The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.<\/small><\/em><\/strong><\/p>\n<hr\/>\n<h6><strong>*All ideas mentioned are from my memory and shouldn&#8217;t\u00a0be considered official.<br \/>*All names mentioned are internal to be renamed if the game had ever been released.<br \/>*All material is considered Pre-Alpha.<\/strong><\/h6>\n<p><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2.png\"\/><\/p>\n<p>Now that <a href=\"https:\/\/www.arkane-studios.com\">Arkane\u00a0Studio<\/a>\u2019s version of <a href=\"https:\/\/en.wikipedia.org\/wiki\/Prey_(2017_video_game)\">Prey<\/a> is out and living its own life, I rummaged through some old notes I had on <a href=\"https:\/\/www.humanhead.com\">Human Head Studio<\/a>&#8216;s <a href=\"https:\/\/en.wikipedia.org\/wiki\/Prey_2\">Prey 2<\/a>\u00a0world.<\/p>\n<p>What you\u2019ll be looking at are top-down designs from the 3D environments. Areas the player could not reach in the distance are not included. So don\u2019t interpret these layouts as small city islands. Central City on Exodus was a vast urban sprawl surrounding the player.<\/p>\n<p>The planet Exodus was tidal locked, so regions\u00a0had a fixed amount of light\u00a0for the whole day. Only the weather conditions changed. Spanning the equator was Central City at the edge of night. The Bowery was one of the many districts found there. Undercity was below the raised Central City, so it was naturally dark surrounded by massive caverns. The Depot was just south at the edge of Central City in the colder\u00a0night. And Locktown was out in the baking hot sun.<\/p>\n<p>The Bowery\u2019s the entertainment, neon-noir hub the public saw at <a href=\"https:\/\/www.digitaltrends.com\/gaming\/e3-2011-first-look-prey-2\/\">E3 in 2011<\/a>. It\u2019s filled with loads\u00a0of vice and wares. This city layout went through 3-4 different versions.<\/p>\n<p>Here\u2019s some scraps from an early version I did.\u00a0 Various paths and population density provided diversity to different neighborhoods.<\/p>\n<p><a href=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-1.png\" target=\"_top\"><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-1.png\"\/><\/a><\/p>\n<p><a href=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-2.png\" target=\"_top\"><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-2.png\"\/><\/a><\/p>\n<p>The further north you went in this district the more elevated and opulent it became. The northern edge featured glitzy casinos and blood sport arenas. The southern edge featured seedy theaters and questionable gambling.<\/p>\n<p>Solar energy collected on the light side of Exodus beyond Locktown fueled various Energy Hubs throughout Central City. These arched over the sky and were sometimes subject to raids. One of these anchored itself on\u00a0the eastern edge of the district.<\/p>\n<p>The Bowery was also the main marketplace for Central City. This huge hive of activity was right in the middle of the district.<\/p>\n<p>As with any district, it featured a lot of verticality. Primary streets tracked the player to different points-of-interest while more challenging routes shortcutted across, over, and under the neighborhoods.<\/p>\n<p>More playtesting and ways to improve navigation prompted another version. This in turn spawned Version 3 which was showcased at E3.<\/p>\n<p>This Bowery was like a big block of swiss cheese. Where most games at the time provided some verticality, they relied a lot on moving horizontally across the game to get to new content. In the Bowery, events could be found on platforms layered above and below one another.<\/p>\n<p>You could sprint over local rooftops, still dwarfed in the shadows of larger suspended buildings out of reach above. You could slip underneath the main promenades to avoid detection. Some characters couldn&#8217;t\u00a0be reached unless you had the right gadget or knew the right climbing path to encounter them.<\/p>\n<p><iframe loading=\"lazy\" allowfullscreen=\"\" frameborder=\"0\" height=\"360\" src=\"\/\/www.youtube.com\/embed\/pI3SQXBdjjg?rel=0\" width=\"640\">[embedded content]<\/iframe><\/p>\n<p>Looking down, here&#8217;s some of the larger skybox of buildings and skyroads overlapping the district.<\/p>\n<p><a href=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-3.png\" target=\"_top\"><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-3.png\"\/><\/a><\/p>\n<p>Below is\u00a0the variety of things you would discover in the Bowery. You had various ways to travel to other locations on the planet. Trains and Taxis were common ways.\u00a0 Some where unique, though.\u00a0 You could take an elevator down to the mining zone or\u00a0you could Portal jump to a larger casino beyond\u00a0the western edge\u00a0of the Bowery.\u00a0 Both of these were \u201cdungeons\u201d you experienced in a more authored and linear way, contrasting the sandbox nature of the city hubs.<\/p>\n<p><a href=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-4.png\" target=\"_top\"><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-4.png\"\/><\/a><\/p>\n<p>The portal jump to the west side Casino&#8230;<\/p>\n<p><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-5.png\"\/><\/p>\n<p>It should be no surprise\u00a0<a href=\"http:\/\/www.curiousconstructs.com\/games\/prey2\/offworld-crossovers\/\">Blade Runner<\/a>\u00a0inspired several locations throughout\u00a0the game.\u00a0 Several could be found in the Bowery\u2026<\/p>\n<p><iframe loading=\"lazy\" allowfullscreen=\"\" frameborder=\"0\" height=\"360\" src=\"\/\/www.youtube.com\/embed\/9HS_kiw64s4?rel=0\" width=\"640\">[embedded content]<\/iframe><\/p>\n<h2>City Interiors<\/h2>\n<p>In addition to the player&#8217;s apartment, several medium-sized\u00a0interiors were spaced around the district including\u00a0several clubs, a casino, and a marketplace.<\/p>\n<p>Beyond that, a\u00a0dozen\u00a0shop types provided items to\u00a0purchase while other nooks had alien contacts to help\u00a0you track down info.\u00a0 Blue labeled locations were managed by the\u00a0authoritarian Regime.\u00a0 Those along with city-system\u00a0outlets\u00a0could be sabotaged to cause chaos, distraction, and draw out enemies.\u00a0 Some vendors gave you specific upgrades, some gave you credits for things you found or captured. Some simply let you mingle with the inhabitants, gamble, or drink.\u00a0<\/p>\n<p><a href=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-6.png\" target=\"_top\"><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-6.png\"\/><\/a><\/p>\n<p>Later in the project, we were told Prey 2 suddenly had a lot of quality issues. One of the ideas discussed was changing the beginning of the game. One had you start out at\u00a0the plane crash site from the first Prey. Another one had you working with Tommy sabotaging a location before he appeared to sacrifice himself saving you.<\/p>\n<p>One that I favored was getting the player in as quickly as possible without a series of tutorials. A bombastic James Bond opening.\u00a0 You play what you saw in Blur&#8217;s Cinematic trailer\u00a0made with Human Head\u2019s direction. The video did a great job at introducing all the core mechanics.\u00a0 At the time it was a rare trailer showcasing what you could actually do in the game instead of a story cinematic.<\/p>\n<p><iframe loading=\"lazy\" allowfullscreen=\"\" frameborder=\"0\" height=\"360\" src=\"\/\/www.youtube.com\/embed\/jfHCZAK7p-s?rel=0\" width=\"640\">[embedded content]<\/iframe><\/p>\n<p>Like a classic id Software\u00a0game, just drop players in and let them\u00a0figure it out. Similar to Temple Run or one of Uncharted\u2019s running sequences, you quickly chase down a bounty dodging enemies and obstacles. (Of course this idea would need to be playtested!)<\/p>\n<p><a href=\"https:\/\/www.gamasutra.com\/db_area\/images\/blog\/315691\/ccb_03_blur.png\" target=\"_top\"><img decoding=\"async\" alt=\"\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-7.png\"\/><\/a><\/p>\n<p>A more radical idea I did in the final days was to unravel\u00a0the Bowery. Neighborhoods were easy to readjust because how they\u00a0had been built and designed. Below is a comparison image to understand how areas were shifted between version 3 and 4.\u00a0\u00a0This was able to be playtested in less than a week.<\/p>\n<div class=\"row2\">\n<div class=\"column2\"><a href=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-8.png\" target=\"_top\"><img decoding=\"async\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-8.png\"\/><\/a><\/div>\n<div class=\"column2\"><a href=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-9.png\" target=\"_top\"><img decoding=\"async\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-9.png\"\/><\/a><\/div>\n<\/div>\n<p>The Bowery was no longer a big block of swiss cheese. It was now a ridge of buildings spiraling\u00a0down to slums. Just beyond the slums was a massive Regime tower looming over the citizens.<\/p>\n<p><strong>Before\u00a0<\/strong>\u2212\u00a0players were traveling to points-of-interests right in front or above them and anything far away was only in an unreachable skybox.<\/p>\n<p><strong>Now\u00a0<\/strong>\u2212\u00a0this gave players longer vistas to locations they could reach. They were no longer in a box surrounded by other boxes.\u00a0 This was my favorite layout because it let the Bowery breathe and showcase all the diverse areas the team created.<\/p>\n<div class=\"row2\">\n<div class=\"column2\"><a href=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-10.png\" target=\"_top\"><img decoding=\"async\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-10.png\"\/><\/a><\/div>\n<div class=\"column2\"><a href=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-11.png\" target=\"_top\"><img decoding=\"async\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2018\/04\/blog-designing-a-vast-urban-sprawl-for-the-cancelled-prey-2-11.png\"\/><\/a><\/div>\n<\/div>\n<p><em>This post also appears\u00a0on my website at <a href=\"https:\/\/www.curiousconstructs.com\/games\/prey2\/bowery-district\/\">CuriousConstructs.com<\/a> where you can find larger versions of these images.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The following blog post, unless otherwise noted, was written by a member of Gamasutra\u2019s community.The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. *All ideas mentioned are from my memory and shouldn&#8217;t\u00a0be considered official.*All names mentioned are internal to be renamed if the game had ever been [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":18923,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-18922","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/18922","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=18922"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/18922\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/18923"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=18922"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=18922"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=18922"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}