Cyberpunk

A Cyberpunk 2077-Inspired Level

A Cyberpunk 2077-inspired level designed for a Gig-style quest.

The project started as a simple and fun Blocktober event exercise and was expanded upon to create a more complete experience.

Layout

Originally the blockout was just one floor of the warehouse building and surrounding exterior.

I felt this was too small and did not provide the experience I was looking to create, so I expanded on the layout including:

  • Larger exterior around the building
  • Small security building
  • Lower level basement area
  • Attribute-gated hatch to basement
  • Constant smaller layout iterations
  • Quest to give the location context

Multiple Approaches

One thing I really love about Cyberpunk’s design is the ability to approach situations differently, and the number of options available to you based on how you leveled your character.

Choice was a major design pillar for this project, so I wanted to make sure you could approach this level from multiple angles.

  • Main entrance (combat heavy)
  • Side entrance (elevation advantage)
  • Back entrance (stealth advantage)

Gameplay

In addition to route choices, I wanted to make sure this level presented options for gameplay specific to Cyberpunk 2077.

Anything textured in RED is hackable, and I made specific height, layout and enemy placement decisions based on Cyberpunk’s vast array of combat/gameplay features.

  • Bins for body disposal
  • Cameras and Security System
  • Access Point for hacking
  • Distraction/Explosive hackables
  • Attribute-gated entrances
  • Height adjustments for charged/double jump upgrades

Quest/Narrative

In designing the space, I couldn’t keep myself from imagining the story behind it, and what sort of challenge it might present to the player.

Since I was expanding the experience beyond the simple Blocktober exercise I had started out with, I decided to also design a short Gig-style quest to compliment the space.

  • Initial gig-style quest bestowal via Fixer coms
  • Various narrative shards/messages that hint at the sinister nature of this facility/gig
  • Moral choice given to the player at the end – decide how you want to finish the job

Exterior Showcase

Interior Upper Showcase

Interior Lower Showcase