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GameCity 2021

This project was developed by SuperCrowd Entertainment as the online component of the 2021 Gamecity Hamburg event.
As a complement to the real-life convention, this space offered companies and single clients the possibility to host their content and marketing as part of an online multiplayer space with a narrative framing. Visitors could explore many spaces, progressing through the game's story while gathering collectibles and perusing the various marketing material on display in the many booths.
http://gamecity-hamburg.de/

I developed two levels for this online multiplayer experience, as well as polishing aspenf several others (not pictured as I don't want to take credit for the work of others).
The concept was to recreate iconic places in the city of Hamburg as playing spaces for users to explore and socialize in. The areas I was personally focused on were the Harbor, containing many customer booths and collenctibles, and an indoor area within the former storage area known as the "Speicherstadt" characterised by its red brick buildings. This latter level had its own life after the event, as it stayed playable for a year as a part of an ongoing event, offering a place for various people to meet in an online space on various occasions.

I am not directly associated with the companies os persons whose booths are displayed in the screenshots, this work was posted with the approval of the Super Crowd team.

First iteration of the Harbor level.

First iteration of the Harbor level.

Focused view of the Landungsbrücke, with the clocktower that defines the look of this part of the city. Creating an interesting path onto the elevated area was challenging, due to the 2D nature of the project, but payed off in the end.

Focused view of the Landungsbrücke, with the clocktower that defines the look of this part of the city. Creating an interesting path onto the elevated area was challenging, due to the 2D nature of the project, but payed off in the end.

Detail of the Fish Market turning the market stands and real-world advert into spaces to show the marketing material of the clients.

Detail of the Fish Market turning the market stands and real-world advert into spaces to show the marketing material of the clients.

Finalised overview of the Harbour level.

Finalised overview of the Harbour level.

Finalised Landungsbrücke.

Finalised Landungsbrücke.

Firs iteration of the Speicherstadt Indoor Area. this was conceived as a gathering place, with a couple booths and a Big screen (in red here) to display event video on for the crowd.

Firs iteration of the Speicherstadt Indoor Area. this was conceived as a gathering place, with a couple booths and a Big screen (in red here) to display event video on for the crowd.

Detail of the map table. This was an actual interactive feature of the experience, allowing players to fast-travel to other levels, as well as a reference to a real-world miniature museum, found i one of the spaces in the Speicherstadt.

Detail of the map table. This was an actual interactive feature of the experience, allowing players to fast-travel to other levels, as well as a reference to a real-world miniature museum, found i one of the spaces in the Speicherstadt.

Dtail of the Cinema area and one custome booth.

Dtail of the Cinema area and one custome booth.

Finalised Speicherstadt Indoor Area.

Finalised Speicherstadt Indoor Area.

Detail of the finalised Map Table.

Detail of the finalised Map Table.

Miro Moodboard for the Indoor Area, completed with an early planning screeshot of a rough blockout.

Miro Moodboard for the Indoor Area, completed with an early planning screeshot of a rough blockout.