After completing a majority of the player code and models, I decided to try my hand at creating a realistic environment, rather than just the simple neon design that I was already using.
I started off by creating simple models for the cityscape that the game would take place on, such as rooftops and other misc buildings. As the player would never see the buildings edges, I took the chance to make them low poly, as it would be easier for me as well as optimising FPS, lowering the poly count.
I then created individual props that would layer the rooftop as decoration, from vent shafts, chimneys, solar panels, wooden planks and chain link fences, that can be looped to create decorated rooftops.


I created this fence using a mirror modifier, as well as a curve modifier to be able to get the symmetrical bends, duplicated on top of one another , so that it creates something similar to a chain link fence.
For usability, inside of the room that the users will be testing the game inside of, each wall that has specific abilities or effects are labelled with vibrant, clear colours, so that players can identify exactly where they can do what from a distance, rather than having to use trial and error to do so.
For the realistic map, this is identified by the props being bright red, with a red glow. For the neon map, all objects have different neon colours for each different movement ability that can be completed on it.


If I had extra time, as I had to do all of the project solo, I would have also added colourblind options, that would have allowed you to choose which walls are what colour depending on their effect, for a fully custom experience, similar to what Blizzard Entertainments “Overwatch” does for their own colourblind options for their players in-game colours.