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Seattle Rooftops - Vampire: The Masquerade - Bloodlines 2

Rooftops were another interesting challenge and something I learned a lot about Level design working on. Rooftops were a place were players could unleash their full vampire potential. Without fear of the masquerade. A quiet place to stalk their victims below. We went through many iterations with desing to find the right geomtry for the city and its traversal routes. The Building tool came in very useful in iterating with buidling shapes. I drew over early city blocks to create some guidelines for the team as we progressed. I made the kits that would be used as a benchmark for the roofs.

A rooftop restaurant I created in Chinatown, with the idea of creating more interesting places to explore on the rooftops.

A rooftop restaurant I created in Chinatown, with the idea of creating more interesting places to explore on the rooftops.

Signs were a useful tool for creating visual interest, guiding the player to the rooftops and visual landmarks. I created various neon signs across the city.

Signs were a useful tool for creating visual interest, guiding the player to the rooftops and visual landmarks. I created various neon signs across the city.

The tall buildings also served as  a useful anchor for players. These buildings were too tall to traverse, making traversal was more interesting as the player had to go around.

The tall buildings also served as a useful anchor for players. These buildings were too tall to traverse, making traversal was more interesting as the player had to go around.

I created the first rooftop the player goes to in the game,which  serves as a tutorial to traversal. This was used as a benchmark for the rest of the rooftop traversal.

I created the first rooftop the player goes to in the game,which serves as a tutorial to traversal. This was used as a benchmark for the rest of the rooftop traversal.

The rooftop I created for the player's first cinematic in the city.

The rooftop I created for the player's first cinematic in the city.

I tried to create some more interesting shapes that the player could traverse across using reference from Seattle.

I tried to create some more interesting shapes that the player could traverse across using reference from Seattle.

A rooftop terrace I created

A rooftop terrace I created

Some feedback and guidelines I made when creating rooftop footprints.

Some feedback and guidelines I made when creating rooftop footprints.

We used large buioding to create channels and funnels for player.

We used large buioding to create channels and funnels for player.

I generated a 3d model of the city to help us plan; this model was later used for the endgame map.

I generated a 3d model of the city to help us plan; this model was later used for the endgame map.

I used a Postprocess shader to generate a live map. Using Custom depth stencils, I marked the different traversal assets Design were placing. I used Depth to generate a height map. This proved useful to keep track of the city as we worked.

I used a Postprocess shader to generate a live map. Using Custom depth stencils, I marked the different traversal assets Design were placing. I used Depth to generate a height map. This proved useful to keep track of the city as we worked.