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Open World Design - Project Caos

Role: Level Designer / World Builder

Tools: Unreal Engine 5, Maya

Summary

- Overview: This project is a fully playable urban district designed using Kevin Lynch’s Five Elements of City Imageability (Paths, Edges, Districts, Nodes, and Landmarks) as a foundation for creating a clear and memorable player mental map. The level applies principles of cognitive mapping and environmental psychology to support intuitive navigation, spatial awareness, and exploration within an open-world city context. The overall layout draws inspiration from classic urban open-world games such as GTA III and GTA Online, focusing on readability, recognizable spaces, and natural player flow.


- Briefing: Build a strong mental map using Paths, Edges, Districts, Nodes, and Landmarks. Improve wayfinding and navigation through spatial hierarchy and visual cues. Encourage exploration and discovery within a believable urban layout. Apply environmental psychology to reinforce player orientation and memory


- Design Ownership: Designed the district from initial blockout to final layout. Structured the space using Lynch’s five elements to guide player navigation. Placed landmarks, nodes, and edges to support orientation and flow. Built streets, open spaces, and architectural composition for readability. Iterated on layout based on player movement patterns and navigation clarity


The Level Breakdown

Briefing

Design a fully playable urban district centered on navigation clarity, spatial memory, and player-driven exploration.

The level was built to:

  • establish a strong mental map using Kevin Lynch’s five elements

  • improve wayfinding through spatial hierarchy and visual composition

  • encourage exploration through readable urban structure

  • support navigation through cognitive mapping and environmental psychology

  • communicate city identity through architecture, landmarks, and production design

The core pillar was spatial legibility.

Every space needed to answer the player’s question: where am I, where can I go, and what draws my attention.

Flow structure

The level is built around a readable urban hierarchy.

  • primary paths establish city structure and long-distance navigation

  • secondary streets support exploration and local discovery

  • district transitions signal identity shifts and pacing changes

  • nodes act as decision points and orientation resets

  • landmarks anchor the player’s mental map

  • edges guide movement and define spatial limits

This structure encourages players to internalize the city rather than rely on maps or UI markers.

Player Flow

Entry:

  • Players enter the district through a primary path that introduces the main spatial language. Major landmarks are visible early to establish orientation anchors.

Initial orientation:

  • Edges, streets, and district transitions begin forming a mental structure.

  • Players recognize safe traversal routes and high-activity areas.

Exploration phase:

  • Multiple routes open across different districts.

  • Nodes such as plazas and intersections become decision-making points.

Mental mapping:

  • Landmarks and repeated spatial patterns reinforce memory.

  • Players begin navigating without relying on UI guidance.

Spatial confidence:

  • Traversal becomes intentional rather than exploratory.

  • Players move toward goals using environmental cues and spatial understanding.

Mastery:

  • The district transforms from a confusing urban space into a readable network of paths, districts, and recognizable anchors.

Spatial logic: Kevin Lynch in practice

Paths:

  • Main roads, alleys, and traversal corridors define player movement patterns and navigation rhythm.

Edges:

  • Rivers, walls, elevation shifts, and industrial boundaries shape district identity and guide direction.

Districts:

  • Each area has a distinct architectural language, density, and atmosphere, reinforcing spatial recognition.

Nodes:

  • Intersections, plazas, transport hubs, and activity centers serve as orientation and decision spaces.

Landmarks:

  • Unique vertical silhouettes and focal structures support long-distance navigation and memory retention.

Cognitive mapping and environmental psychology

Navigation is designed around how players mentally construct space.

  • spatial repetition reinforces memory

  • visual hierarchy reduces cognitive load

  • landmarks support orientation at multiple distances

  • district identity supports recall and emotional attachment

  • edges prevent disorientation while preserving openness

Players build familiarity through movement, not instruction.

Production design influence

Cinematic production design principles shape attention and navigation.

  • framing guides player gaze

  • lighting contrast suggests movement

  • architectural composition directs flow

  • spatial staging supports narrative context

The environment communicates intention through composition rather than UI.

Design Ownership

  • designed the district from blockout to final layout with focus on readability

  • structured the environment using Paths, Edges, Districts, Nodes, and Landmarks

  • created spatial hierarchy through street scale, density, and composition

  • placed landmarks to support orientation and navigation memory

  • designed nodes as decision-making and pacing spaces

  • applied environmental psychology to reduce navigation friction

  • used cinematic production design techniques to guide player attention

  • iterated on layout using playtest data focused on confusion points and movement patterns

Design Shortcomings

Playtesting revealed navigation and readability issues:

  • players relied too heavily on UI instead of environment

  • district identity was initially too similar

  • landmarks lacked visibility from distance

  • edges sometimes felt like barriers instead of guidance

  • nodes lacked strong visual pull

  • exploration felt unfocused in early layouts

The city initially felt visually rich but cognitively unclear.

Iterative Process

Iteration focused on strengthening spatial identity and navigation clarity:

  • increased contrast between districts

  • repositioned landmarks for long-distance visibility

  • refined path hierarchy for clearer movement logic

  • strengthened node composition and visual framing

  • adjusted edges to guide rather than restrict

  • introduced environmental cues reinforcing direction

  • simplified complex intersections causing confusion

Changes were driven by player navigation behavior and spatial memory breakdowns observed in playtests.

Delivered Experience

The final district delivers a readable and memorable urban environment built on cognitive mapping and spatial hierarchy.

Players:

  • navigate using landmarks rather than UI

  • recognize districts through identity and atmosphere

  • develop spatial confidence over time

  • explore intentionally rather than randomly

  • form a mental map of the city through repetition

The level demonstrates:

  • urban readability and navigation design

  • application of Kevin Lynch’s city imageability

  • cognitive mapping in level design

  • environmental psychology in player orientation

  • production design applied to spatial guidance

  • iteration driven by player behavior and movement patterns

The city functions not only as a setting, but as a navigational system that teaches players how to read, remember, and move through space.


Urban Level Design • Open World • Cognitive Mapping • Player Navigation • Environmental Psychology • Environmental Storytelling • World Building


 
 
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