Capital Cities

Capital Cities are half traditional, made of stone, with Art Deco and Art Nouveau embellishments and lots of color from the stained glass, and half cyber, with lots of androids, holograms, and neon lights.

With the pass of the time that the cyber part will disappear, letting only the traditional part in an uglier way, dirtier and abandoned.

LEVEL DESIGN


In the cities, players will found shops with upgrades, clothes, and skins. In 1960 and 1963, players will have money to expend, or they can steal from the stores or do missions to get what they want. They can travel in the subway and explore the cities.

SOUND DESIGN


Cities are loud and full of life and music. Electro swing and jazz.

RUIN CITIES · 1990


Ruin Cities lose all the shine and elegance that once was their main characteristic. As their name indicates they are in ruin. When players enter in one is all black and grey, buildings falling apart and just remain a few color points from the few lights and the broken shards of stained glass that still there.

Clean Future’s Areas

WHITE AND BLUE

All the areas that belong to Clean Future are easily recognizable with their pure white and blue colors. Clean Future areas have their logo and are made of recycled plastic in really abstract forms that made a contrast with the natural and clean lines of the CyberArt. The idea of Clean Future is to take those natural representations, deconstructed them, and represented each part of it in an abstract way.

LEVEL DESIGN


In Clean Future areas players can found electric weapons, chips to upgrade PPS and exclusive skins.

SOUND DESIGN


Clean Future areas are quiet, they don’t use music, and they talk in a very low voice.

DOME 13


This area is situated in an aquifer, with a waterfall, a lake and a small river, surrounded by a forest. The whole nature area is closed with a crystal dome, like an enormous greenhouse.

SUPERCITIES · SUPERCITY 148 (CINEMATIC)


Supercities are like Outskirts on steroids. The buildings use the empty carcass of some from the Ruin Cities’ buildings, and inside they build the apartments with containers and recycled plastic.

Dark Zones as Environment

Dark Zones are easily recognizable first for The Wall that is around the area and second for the levels of pollution and desolation that players will found. Also, the Rites will personalize their areas.

LEVEL DESIGN


In the Dark Zones players will found material for the outskirts, loot boxes with melee weapons and craft materials.

SOUND DESIGN


The sound of the Dark Zones is windy and hostile. With wild animals and screams in the far. In some areas players need to hear the Rite’s music, with voices singing a cappella.

RITES’ AREAS


COLORS RED, WHITE AND BLACK

Each Rite area will be completely different and will represent the personality and beliefs of the Rite. Some elements could be catholic, Celtic, or related to witchcraft. (you can check this appendix that made for Morrigan’s Story to see more behind my inspiration for the Rites)

LEVEL DESIGN


Players will have more opportunity to find antidotes, medkits and drugs. Also they can find loot boxes with melee weapons and exclusive skins.

SOUND DESIGN


Will depend on the Rite, but they will sing a cappella and will accompany the songs with tambourines. I want to use traditional sounds from Galicia, like the “cunchas”. (check this video that I recorded)

Devotees Churches

Usually, these buildings are outside the cities, in villages or on the outskirts. However, some of them, like the Escravitude Cathedral, are inside the cities. These places are old and have icons and biblical representations all over the buildings. The devotees are a mix between the majoritarian religions, not just the catholic. However, the cross is used as the main symbol to be the most representative of faith. The buildings are old, big and solemn, made of stone and preserver all the dignity of the old days, without music or lights.

LEVEL DESIGN


Devotees are great doctors, so players will found medical resources for them and for their bases.

SOUND DESIGN


The churches are made of stone, they echo. For the rest are quiet places.

SECRET CHURCHES · THE UPSIDE-DOWN CATHEDRALS


AS ABOVE SO BELOW

These constructions were initially private subway stations. After the happenings in 1963, the Devotees took refuge on those stations, transforming them into bunkers. The stations were designed as a reflection of the church or cathedral that was above, as a way to know in which one they were.

RECONVERTED CHURCHES · AFTER 1963


After the attacks in 1963 all the churches and cathedrals was reconverted in some type of establishment, like:

  • Libraries
  • Discotheques
  • Shops
  • Theaters
  • Universities (Jacob campus)
  • Museums (Mission 15. Save What Is Important)

These areas preserve the dignity of the old buildings adding all the cyber components, lots of music, and light.

RECONVERTED CHURCHES · TRADE CITIES · BI83


Trade Cities are opulent, and luxury areas build by the governments to calm the population in the face of the proximity of the Energetic Crisis and the happenings with the Devotees. Lots of theses leisure cities were made in the old cathedrals, like BI83. The common characteristic of all the cities is that the main theme for them is minerals, like Bismuth in BI83. The names came from the periodic table, and the cathedrals are the center of the city as a mock to the Devotees. Nothing is illegal. Drugs, alcohol, or sex is just part of what the citizens can buy. Jacob says in the novel that “these cities are so absurdly “luxurious” that even the prostitutes have lights in their nipples”.

GCP Areas · Military Areas

COLOR YELLOW

These areas will be situated in the Grey Area until 1984 then they will be in The Wall and will be easy to recognize for the color yellow and the GCP logo put in everything. ( I didn’t design that logo yet)

LEVEL DESIGN


Players will have more chances to find Loot Boxes with firearms, bulletproof vests, and special equipment.

SOUND DESIGN


Music played with the guitar and harmonica. Before 1984 the songs will talk about parties, sex, and beauty. Then, the ex-Renegades from the Underground Cities will join the GCP, and their songs will be sadder, talking about the war, the loyalty, the loss of the home, and the family.

Grey Areas · Until 1984

The Grey Areas are villages really colorful and warm. People there are humble and poor, but happy with what they have. They protect their areas and are like big families.

In these areas, players can found the Resources Plant, where humans work with androids to get wood, coal, oil, etc. And the Power Plants, where only work androids 24/7 to give electricity to the cities.

LEVEL DESIGN


Grey Areas are a perfect place to find craft materials.

SOUND DESIGN


They like to use the radio to listen jazz and other type of music.

Underground Cities · Renegade Areas

NEON COLORS · GRAFFITIS · DIRTYART

When the governments closed the subways, the Renegades saw the opportunity to build their own cities with their own rules. These cities have a high contrast between the darkness of the tunnels, the dirty of the city, and the music, art, and color that the Renegades use. The apartments in the city are in tents, the metro wagons are used as common areas, like dining rooms, pubs, and schools. Each city has its personality, for example:

  • Liberdade is more focused on art as an homage to videogames that, for me, represents the freedom to express and create.
  • Annabelle focuses on how humans perceive beauty and that the most beautiful things on life can’t be seen. They have to be felt. That is why the Annabelle sculpture that is in the middle of the city has her eyes covered.

All the Renegades Areas have the same feeling, full of neon colors and art, with their logo that I think could be a neon rat chewing in a gas mask.

Other areas are the External Bases on the Grey Area, and they are recognizable for the DirtyArt aesthetic, the colors, and the logo.

LEVEL DESIGN


In the Underground Cities and any Renegades areas, players will find allies, craft benches, their room, loot boxes with any type of weapons, and exclusive skins.

SOUND DESIGN


The Underground Cities need to be enjoyable, full of music like electro swing and people talking and working.

Outskirts

PLAYERS’ BASE

The Outskirts are a group of containers and houses made with recycled material that players will personalize. The aesthetics will depend completely on the players’ decisions.

LEVEL DESIGN


In this area, players will found all the resources and shops that they need. They will be able to change their appearance, get better equipment, and new missions. Their partners will live here too, and I think that it could be cool if their houses would be decorated according to their personality. That way, the players’ decisions will affect on a deeper level.

SOUND DESIGN


The Outskirts need to be a loud place, full of life where the music from the Beautiful Days, the music from the Rites and the Underground Cities music will live together.