Our environments serve as the foundation for world-building, storytelling, and gameplay. They must feel grounded, lived-in, and layered with history, while also providing visually distinct spaces that support stealth and tactical gameplay.
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Here are a few key elements of our environments:
The game is set in 2035, but the world doesn’t reset every decade. Unlike Deus Ex: Human Revolution and Mankind Divided, where futuristic cities often feel like sterile space stations, our environments reflect a realistic blend of past and future architecture. Cities don’t bulldoze every pre-2030 building and replace it with sleek neon towers overnight—older structures remain, layered with new technology.
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Design Goals:
The world should feel authentic, not sci-fi for sci-fi’s sake. Every environment tells a story of how society has evolved—modernization is layered on top of the past rather than replacing it outright. This contrast makes levels more visually and thematically interesting, creating a sense of history and depth to every location.
The visual and artistic design of the environment plays a crucial role in making combat feel tense, dynamic, and immersive. It’s not just about where cover is placed—it’s about how lighting, materials, destruction, and visibility impact every fight. The world should feel responsive to combat, creating moments of tension, surprise, and opportunity through smart environmental design.
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Design Goals:
Our environments should not just look good—they should feel like real places under fire. Every detail, from how shadows hide enemies to how gunfire interacts with materials, needs to reinforce tactical depth. The goal is to make combat feel unpredictable and immersive, where lighting, destruction, and visibility force the player to stay constantly aware of their surroundings.
Stealth isn't just about staying out of sight—it’s about how the environment enables and reacts to concealment. The art direction of each level should enhance stealth mechanics through lighting, surface materials, and spatial design, ensuring that players feel immersed in the shadows while planning their next move.
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Design Goals:
Stealth should feel organic, immersive, and tactical—not just a set of mechanics, but something the environment naturally encourages. Shadows, surface materials, and lighting should guide the player’s approach, creating dynamic tension as they decide when to move, when to hide, and when to strike. Every inch of a level should feel like an opportunity—or a trap—depending on how the player engages with it.
A strong environment doesn’t just look good—it pulls the player in and demands engagement. Every space should feel lived-in, realistic, and reactive, keeping players immersed in a world where light source, and piece of cover can mean life or death.