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ANDREA DE LUCA
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ANDREA DE LUCA
  • HOME
  • PORTFOLIO
    • PROFESSIONAL PROJECTS
      • RIVER TAILS
      • POCKET PLANET
      • REMOTENESS
    • PERSONAL PROJECTS
      • SNAKY ADVENTURE
      • FOLDING FABLES
      • DRIFT WALKER
      • CHILDREN OF SKARDIM
    • OTHER WORKS
      • GAME AND CORE LOOPS STUDY
      • REDOUT TRACKS DESIGN AND ANALYSIS
      • PLUCK
  • CONTACTS AND CV
  • More
    • HOME
    • PORTFOLIO
      • PROFESSIONAL PROJECTS
        • RIVER TAILS
        • POCKET PLANET
        • REMOTENESS
      • PERSONAL PROJECTS
        • SNAKY ADVENTURE
        • FOLDING FABLES
        • DRIFT WALKER
        • CHILDREN OF SKARDIM
      • OTHER WORKS
        • GAME AND CORE LOOPS STUDY
        • REDOUT TRACKS DESIGN AND ANALYSIS
        • PLUCK
    • CONTACTS AND CV

play here

New York, 2034: you wake up after what seemed to be a terrible nightmare, while it is not. The district has been evacuated and isolated overnight by the army, after an electrical meteor shower hit the Earth. Fight, explore, survive, and try to escape from this hell! 


  • The City and Chinatown districts and the underground are totally open-world environments, free to be explored.

  • Dynamic 24h day/night cycle and random rain system, both actively impacting the game experience.

  • Use electricity to your advantage: as a crossbow booster while raining, or as a currency at the underground metro trading places.

  • Find weapons and items useful to survive in this deranged and unknown new world.

  • Advanced AI: all enemies and creatures react dynamically, according to your in-game actions and the weather conditions.

  • Daytime play will increase exposure to soldiers visibility, but protect you from terrifying monsters whose origin is unknown...

  • ...while night hours will help you to act stealthily, but be careful and try to avoid dark places.

  • Realistic physics and graphics, implementing the new Unity High Definition Rendering Pipeline (HDRP).


Role - Level Designer

  • World Design

  • Level Design

Open World Design

One of the major task I was given was to design a 1 KM² map of the City in which the game takes place. 

I also designed other areas, such as the Chinatown district and the Metro, with a complex map size of almost 2 KM², each of these areas featured their own characteristics.

I also cured the Environment design, using assets to create specific scenarios that could enhance gameplay scenes and explorative phases.

Outposts Design

I designed each specific enemy outpost, shifting from Macro Level Design to Micro Level Design.

I designed and implemented enemy camps, each of them with specific unique elements exploiting different types of terrains and encounters.

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