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Open World
Town Project

Summary

RPG/MMO quest hub
with multiple districts and surrounding points of interest.

About

Individual Project
Unreal Engine 4
Blender
Asset packs from turbosquid

Thoughts

The idea was to build a large mmo/rpg style city that would have NPC's, quests and crafting (I chose to not add these due to lack of time and programming skills).
The city would act as a connection point between potential questing areas and other cities and would be the main trade hub in this world.
The project took a bit longer than expected due to some problems with rendering and building light for such a large world, as well as a bit too much time spent on the part paintable, part ''smart'' material I used for the landscape.

The project is made in Unreal Engine 4 and I made most assets myself using blender and I got some assets from low poly asset-packs from tubosquid. I would have liked to make more assets for the specific areas in the city, such as smithing equipment and tools for the tinker and smith districts, weaponry and gear for the armoury and explorers quild.

Anchor 1
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City Hub

Oasis Town

POI city 1

POI city 2

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Ground Floor

2nd Floor

3rd Floor

Worldbuilding

Large postapocalyptic open world Focus on quest hub.
The World is split into multiple layers due to tectonic shifts and drought. The player would start in the Oasis Town and begin their quests. They will soon find themselves in the main hub, a large city built from mostly scraps which is my main focus in this piece.



Blockout

I kept the blockout simple, sticking to main buildings, paths and bridges. I built the town into three main districts on three different layers.

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Modular kit

I created the modular kit myself using Blender

The pieces I made where only basic building pieces and a few trim pieces. Its mostly similar assets in different dimensions for easy variety.

I tried making a semi low poly kit with some room for scaling certain pieces later in engine. And as I had decided to use twinmotion triplanar materials I knew this wouldn't stretch or deform the textures too much.


 

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Ground Floor
(Social/Trade District)

This is where the player first will enter the town. 
It's located in a deep valley with steep cliff walls and the town is built up on shelves in the cliff walls.
This valley is also incredibly windy due to its location and this is being utilised by the inhabitants in the
form of wind turbines. 

 

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1. Elevator/Town Hall

2. The Inn

3. The Market

4. Town Square

5. The Crow's nest

6. The Alleys

7. Pub

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Entering the City

When first entering the city the player has three paths they can take.
Left leads to the inn and the pub, eventually ending up on the catwalks and path to the crows nest.
Forward takes the player to the pub and the main housing area as well as the catwalks and path to the crows nest.
Right takes the player through the market stalls using the slightly curved housing section as leading lines and the main elevator structure as a immediate landmark guiding the player straight to the town square and the elevator.

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The Crows Nest

The Crows nest is the central point of the ground floor. It's a tall complex building attached to a pointy rock formation.
The lower section are mostly used by vendors and merchants but also used as housing, the middle section is housing and the top section is the lookout and a central station for wind turbines and the electricity generation

 

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The Elevator

The elevator is the most important part of the town, located all the way in the back of the valley.
The building contains some the machinery for the elevator and doubles as a town hall and meeting place
This place would be the main location for obtaining main and side quests.
Could also work as a reputation hub for eventual factions.

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The Alleys

The poor and shady part of town.
It is somewhat isolated from the main areas and is tightly packed with housing.
This area also houses another lookout tower which watches over the canyon leading into the city

 

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Second Floor
(Tinker/Mechanic's District)


The second floor of the town is located on a platform higher up. It's the house of the tinkers and mechanics of the city. It's also the main location of material storage since its located in between two mayor districts.

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3.

1. Elevator Landing

3. Tinker's Guild

4. Warehouses

6. Lookout

5. Tinker's Workshop

2. 2nd Floor Elevator

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Elevator Landing

The anchor point connecting the ground floor with the tinker's district. As its conveniently located close to both lifts, here is where most of the building and crafting materials are being stored. Giving easy access to import and export as well as being well protected.

The ride up also makes a great soft reveal of the big city to the south west
 

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Tinker's Workshop

Here is where the wind turbines and machinery are being made alongside various gadgets. 

This place would also be a main part of the main quests

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The Lookout

The main guard post overlooking the entire bottom section of the city.

 

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Third Floor
(Explorer's District)


The third floor mostly belongs to the explorers. A group of scavengers who scouts, loots and explores the top layer of the lands. they also functions as the towns army.

A small section of this district are used by the smiths, that refines scavenged materials and provides the tinkers with tools and refined goods.

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1. Elevator Landing

2. Explorer's Guild

3. Baracks/armoury

4. Smiths and
armourer

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The Elevator

The third floor elevator landing gives the best view of the arid wasteland with its canyons and cliffs. you also get a clear view of the abandoned city in the south west which the player eventually get to scavenge.

 

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The Smith

The smith, located in the far east of the Explorer's district. Collects scrap materials and refines it for the tinkerers. also provides the city with tools and weapons 

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