Cities in games. How to create believable urban environment
summary
Main claim: a playable city is a system of rules and readable spaces not just buildings. Urban design starts in preproduction with heavy research, simple cube layouts and a street grid, then defines Street, Square, Backyard, green zones per neighborhood. Three practical parameters drive decisions: size, scale, level of detail (movement type sets scale and LOD; eg. driving needs larger 5x5 km-style scope, walking needs dense compact blocks). Use references, design landmarks, vary layout and architecture, and adjust real maps to gameplay rather than copying them.
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chapters (19)
- 0:00Introduction
- 3:52Why cities matter
- 5:41Common city mistakes
- 9:14Urban space types
- 15:18City structure for games
- 17:23Street grids for level design
- 19:29Pure spatial cubes
- 25:13City creation basics
- 30:53Visual diversity in neighborhoods
- 37:23Street grid and master plan
- 44:51Rules for believable cities
- 45:34Q&A
- 46:15Copying real city layouts
- 48:21Favorite virtual city
- 48:41City planning workflow
- 51:57Collaboration with mission designers
- 53:21Most interesting project
- 56:02Rules for futuristic/historical cities
- 57:30Medieval vs modern cities
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