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Brutalist City II

This small environment was based on two drawings by a friend of mine. As the drawings were quite sparse and primitive, it gave me free reign to experiment and bring my own interpretation with the details.

As signified by the title, this is a successor to an earlier Source map I had made three years ago which also featured an oppressive brutalist aesthetic with relentless concrete structures and a gloomy atmosphere. For this follow-up I eschewed the pulpy comic book-styled designs for a more grounded urban logic while still continuing various motifs. Rather than being unsettling and alien, this map aimed to instead be melancholy and mysterious.

A small plaza where the player starts. Despite the overall dystopian aesthetic of the map the presence of foliage, bollards, benches and other paraphernalia grounded it as a believable urban area.

A small plaza where the player starts. Despite the overall dystopian aesthetic of the map the presence of foliage, bollards, benches and other paraphernalia grounded it as a believable urban area.

A makeshift market stall. As most of the environment was very cold and alienating, I thought some bastion of whimsy was needed.

A makeshift market stall. As most of the environment was very cold and alienating, I thought some bastion of whimsy was needed.

The southern facades.

The southern facades.

A suitably seedy alleyway

A suitably seedy alleyway

A closer look at one of the traffic tunnels.

A closer look at one of the traffic tunnels.

A view from the eastern tunnel.

A view from the eastern tunnel.

A view from the western tunnel.

A view from the western tunnel.

The northern facades.

The northern facades.

Another small social area.

Another small social area.

A closer look at the street light fixtures. As traditional streetlamps felt too mundane, a more retrofututistic sci-fi alternative had to be employed.

A closer look at the street light fixtures. As traditional streetlamps felt too mundane, a more retrofututistic sci-fi alternative had to be employed.

A closer look at the 3D skybox. Card textures were used to create the fog effects.

A closer look at the 3D skybox. Card textures were used to create the fog effects.

Video Showcase.