The environment design for my game is based on the favelas in Brazil, this for two main reasons firstly, the narrative implications of this line up perfectly for my game as being a third world country creates a influx of new technology being installed throughout the city. Secondly, mechanically the layout works as perfect inspiration for a level design that can be manipulated and made to be traversed in a huge variety of ways.
This is the 3D prototype scene I made to express the general environment of the game world, the city in my game is called Lenquall. Tightly packed buildings of varied hight and shapes craft a dynamic environment that players will have to skilfully traverse.
These environments will have a plethora of technology being scattered on rooftops which can become objectives to reach to repair with your handyman skills. In favelas the taller your building is naturally tend to mean more wealth, this will lead to more satellite dishes etc on the taller buildings naturally 'gamifying' the environment encouraging the player to climb the tallest buildings to reach more broken devices.
Some areas in favelas are still under contraction so you might find yourself running through half finished floors like on the left side of this image. this adds a variety to the environments you will go through, not to mention the unique items you may have to fix on the construction site.
Not only technology is important on the rooftops of these buildings you will find plumbing pipes or even whole water towers silos in need of repair.
Lastly, I want to point out the natural 'flow' to the level as you start on the lowest building and constantly are encouraged to build height by traveling clockwise to gain hight and progress until you reach the tallest building.
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