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Samson: A Tyndalston Story – City Visdev Sketches Backyards

Some of the early development visdev sketches I created for Samson. I spent a considerable amount of time blocking out the entire city in engine with a particular focus on our central district, Southend. The 3D blockout became an important tool for aligning the team and establishing a shared understanding of the scale and scope of the game we wanted to create. It also allowed us to address questions around technical limitations, workflows, missions, and gameplay much earlier in the development process, with greater context.

Once the blockout was established, I began exploring key locations as well as the different biomes and spaces the player would encounter throughout the city. One area I began exploring was the network of backyards; hidden spaces that could be discovered by venturing off the main streets and exploring deeper into the city. These areas offered opportunities to create a sense of discovery and introduce more intimate, unexpected environments for the player to explore.