Stork City
Just north of Little Kyiv, is Stork City. A expanding city project that harbored lots of promised and ended up being dropped midway through.
It originally started as a city that halted construction and decayed very early but over the development of the game, we ended up giving it way more finished buildings and geometry as we quickly realized that the verticality and the quick access to rooftops made this location fun and unique, as well as a very good traversal point to jump and use the wingsuit from, reaching other locations.
I worked on every single part of Stork City. During the early days of the location, I worked on building its construction site, one of the most centric locations that harbors the data cube extraction terminal.
Through many iterations, I modeled the main building as well as all the different walls and entrances around the construction site. 2 Highlights that I really enjoyed making were the construction workers entrance, a prefab cabin design that I greatly re-used later, and the pipes going through the construction site.
Having pipes in some segments of Stork was super important for me as I think tunnels and backdoors are extremely interesting when done right, so I created an access that allows players to traverse the level underground at different parts, but also exposes them so it is still a fair gameplay experience.
After that, we expanded the location in multiple directions. One of my main focuses was to create the building interior floors in a way that would offer both good loot and an interesting gameplay experience.
This took many iterations but we quickly realized the important of these spaces. We created a blueprint of how these buildings would work so we could scatter and adapt it to all kinds of variations around the location.All base floors contain some loot, a stairway access and an elevator hole right next to it. The elevator sometimes will contain a zipline that adds as a shortcut for the players to quickly reach the roof / higher floors.
Possibly the most fun part of working on these buildings was creating the many rooftops and design the distances and jumps between them, as well as the cranes! anyone who plays this map will not be indifferent about the cranes. Jumping from rooftop to rooftop and having cross-building fights is part of the unique fun of Stork. And It was a blast to balance these spaces.
Finally, I worked on dressing the location as well as implementing cover placement pretty much everywhere at the ground level. Being a city in construction, Stork has pretty empty roads, so the team and I had to scramble to add all kinds of cover, vehicles and assets so that playing on the ground level was fair and doable.
Possibly the most challenging aspect of this pass was to keep collisions clean and smooth. With the ground in a construction city having so many tiny assets, imperfections and small elevations, we consistently did passes to ensure that anything we or the art team added, couldn't get the player stuck in bad places.