
Street Blocks
The base rhythm of the city.

No clean future. No fantasy city. Just old streets, dark corners, and bad timing.
A fictional 90s city, not a historical recreation.
Storefronts, curbs, crossings, and worn sidewalks.
Police red, signal blue, and sodium light across the road.
Walls, fences, old buildings, and cheap interiors.
Flickering signs, VHS grain, and under-tracks shadows.
Old streets, closed routes, and dark corners.
Sidewalks, storefronts, fences, and wet roads.
Under-tracks, alleys, back doors, and cheap interiors.
Police color, closed routes, and no easy way out.
Movement, timing, and closed routes carry the tension.
Police presence and city obstacles keep the player moving.
Open streets leave nowhere to hide.
Movement turns urgent when the route closes.
Fences, interiors, and blocked paths narrow the options.
Rooftops and alleys open another route.
Human. Grounded. Not a superhero.
A street-level character built for clear side-view movement.
No superpowers.
A street-level person under pressure.
A clear silhouette built for movement.
Streets, rooftops, alleys, interiors, and under-tracks routes.

The base rhythm of the city.

Higher routes and colder air.

Steel, concrete, train noise.

Tight exits and bad corners.

Small rooms, narrow choices.

Pipes, vents, warning signs.
Posters, graffiti, fences, windows, tape, trash, and light say more than dialogue.
Repairs and discarded objects imply what came before.
Every object should support place, danger, or escape.
Windows, sirens, and signs point the way.
Depth keeps the city moving beyond the playable lane.
The city carries signs of conflict and escape.
Something is already wrong.
Police presence changes the way forward.
The city gets darker and less safe.
Rooftops, alleys, and interiors offer another way.
Places and objects reveal what happened.
Locations, lighting, and visual fragments from the city.

World
Dark city surfaces, wet roads, old buildings, and street-level pressure.

Environment
Playable fragments under steel shadows, train noise, and moving light.

Mood
A controlled lighting study for enclosed spaces and slower tension.

Character Direction
Character direction stays human, grounded, and readable in side-view action.

Lighting
Red and blue accents create pressure without needing exposition.

Behind the Scenes
Material direction for cracks, dust, pipes, old lights, and environmental clues.
