NMRiH2 - Broadway

I owned a large portion of the downtown environment on the Broadway map, including three major points of interest: the grocery store, medical center, and fire station. These locations were selected at random during play to support replayability, so each needed to work as a complete gameplay space while still fitting naturally into the surrounding urban district.

Beyond the POIs, I owned the streets and pedestrian pathing that connected them, along with the sewer system. For the sewers, I up-rezzed and detailed the assets for Nanite and built the modular kit used across the map. I also created the Victorian brick modular kit, including brick wall sections and architectural moulding, which Broadway features heavily and which was used throughout the downtown area to establish a consistent architectural language.

I worked closely with level design and, after receiving footprint and entry point requirements, handled the initial layout pass for all three POIs, aiming for spaces that felt grounded and believable while still supporting gameplay needs. The layouts were designed to support clear player flow and progression across each space.

My work covered blockout, layout, modular kit development, in-engine integration, and performance optimization, balancing technical constraints, gameplay requirements, and visual quality to deliver a cohesive, replayable downtown environment.

Part of the Broadway district I owned, featuring one of three POIs connected through streets, alleys, and the sewer system.

Part of the Broadway district I owned, featuring one of three POIs connected through streets, alleys, and the sewer system.

Owned end-to-end, including initial layout design based on level design footprint, and full environment art from concept to final.

Owned end-to-end, including initial layout design based on level design footprint, and full environment art from concept to final.

Shows the density and relationship between streets, POIs, and traversal paths.

Shows the density and relationship between streets, POIs, and traversal paths.

Designed both interior and exterior, including initial layout based on level design footprint, and full environment art from concept to final.

Designed both interior and exterior, including initial layout based on level design footprint, and full environment art from concept to final.

One of three major POIs, supporting replayability through randomized selection.

One of three major POIs, supporting replayability through randomized selection.

Spaces designed to create layered gameplay within grounded architectural constraints.

Spaces designed to create layered gameplay within grounded architectural constraints.

Started from a simple blockout, defining the space using real-world grocery store references. Designed initial layout based on level design footprint, incorporating one-way drops and specific gameplay requirements.

Started from a simple blockout, defining the space using real-world grocery store references. Designed initial layout based on level design footprint, incorporating one-way drops and specific gameplay requirements.

Early 3D blockout of the Victorian commercial kit to establish its core architectural language.

Early 3D blockout of the Victorian commercial kit to establish its core architectural language.

Modular elements used to build consistent downtown façades.

Modular elements used to build consistent downtown façades.

Developed the modular kit, up-resed assets for Nanite, handled set dressing and level art across the sewer spaces.

Developed the modular kit, up-resed assets for Nanite, handled set dressing and level art across the sewer spaces.

Space connecting POIs, offering narrative moments.

Space connecting POIs, offering narrative moments.