~/talk

Cities in games. How to create believable urban environment

Talkat Games Gathering Bratislava 2022 · 2022-10-18..10-21· [game-development]
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slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 3:52Why cities matter
  3. 5:41Common city mistakes
  4. 9:14Urban space types
  5. 15:18City structure for games
  6. 17:23Street grids for level design
  7. 19:29Pure spatial cubes
  8. 25:13City creation basics
  9. 30:53Visual diversity in neighborhoods
  10. 37:23Street grid and master plan
  11. 44:51Rules for believable cities
  12. 45:34Q&A
  13. 46:15Copying real city layouts
  14. 48:21Favorite virtual city
  15. 48:41City planning workflow
  16. 51:57Collaboration with mission designers
  17. 53:21Most interesting project
  18. 56:02Rules for futuristic/historical cities
  19. 57:30Medieval vs modern cities
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