On Mirage, I was in charge of the prologue, managing the city from conception through to debug.
This location is the largest city in the game after the Round City. It is composed of several major districts overlooking the river and protected by surrounding ramparts:
- The poor district: featuring rudimentary houses huddled together on the west bank.
- The middle-class district: composed of modest housing and key living spaces such as the harbor, the central plaza, the market, and the mosque.
- The rich district: centered around the Winter Palace, benefiting from more generous spacing and opulent buildings made of noble materials.
Working alongside Yoann Riot (Quest Design), it was a real pleasure to collaborate closely, iterating back and forth between QD and LD to create the best possible experience for the story of young Basim.
With Nathanael Millet and Lucas Clement (Level Art), we built this city to ensure a unique identity for each area.
With Thibaut Machin, we established the full parkour guidelines for Mirage. The parkour network connects the city’s key locations: the hideout, Dervis’s shop, the market, the ledger, and the Winter Palace. By playing with pacing and vistas, the layout adapts to the various quest beats. Finally, with the help of Ines Helmer (Lighting), we designed these paths to ensure they remain clear and readable both day and night.
Thanks also to all the people involve with us on this huge location.
The prologue has been praised by players, and we are really proud of the final result.