
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



































