Ouroboros Protocol: Axis Software Urban Server
- Dylan Mudersbach
- Jun 30
- 3 min read
Updated: Jul 9
In my in-progress game, Ouroboros Protocol, you play as a small computer man trapped in an infinitely large computer somewhere outside of space and time. With a computer so endlessly large, you are taken through many environments that represent the many components inside of a computer.
The very first level after leaving the hub area is the motherboard, which comes in two variants (for now). With the darker version being based on a cyberpunk, synthwave and night-time city design, the day-esc version leans for a more bright, cheerful but watery aesthetic.
For this level, I chose to base my designs of of the widely popular aesthetic commonly referred to as "Frutiger Aero" or "Web 2.0 Gloss".


This Aesthetic serves as a perfect match between city-scape and computer design that I felt was just right to take inspiration from to make my new motherboard-city design.

To take a step into my design choices in the map, I decided to write about 5 of the non-specific areas of my map to detail just why I made certain choices.
Area 1:

This area is a nice, controlling area of the map where you are likely to spend a lot of time. Frist I decided to have a few areas of focus. Rather than the level be more open in every area, I decided that some areas need a bigger highlight than others; simply to focus more attention in small pseudo-arenas to help combat engagement. The area as a whole is almost enclosed, but the 'circle' of trees help enclose a small battlefield.
Each building is made to help enclose these areas but also to provide some verticality to the aesthetic. There are several 'cars' about to jump onto and many grapple points like the stoplights that help the player gain some upward momentum in their fights.
Area 2:

Throughout the city, there are also a few buildings you can go inside, only one of which is currently done: The Circuit-tree dome. This room was my own take on the Frutiger aero tree-bubble motif that is commonly seen.
The room is outfitted with a few platforms for the character to jump back and forth between, and a few chests to reward their exploration. This room is another example of an arena for the player to find themselves in, and someday soon will have a mechanic that locks the player in the room until they clear the threat.
Area 3:

The outskirts of the city, where the map is most open, is also where it's the most fun. This area serves as a playground for the player to explore their speed and skills at their own pace.
This area has a more robust, pockmarked prop placement that all work in tandem to be fun, no matter the player's current speed. This time, the road is also slightly above the rest of the landscape, which is the opposite of most other areas in this level.
Area 4:

The uptown area is where the player gets a nice, straight line to travel from one side of the map to another. There isn't too much that breaks apart the straightaway other than some cars, floating platforms, and stoplights all for the player's skills to be tested on.
This area also has some fantastic vantage points to see other parts of the map, and a great opportunity for the player to learn how to use their sniper attachments.
This nice long area also has some secrets that I will leave up to you to find when the full map is out!
Area 5:

Designed after the famous windows XP background, this hilly, but highly voxelated area provides a fun area that breaks up the monotony of the flatter areas of the map. This area has sparser props, and a more open space to give the player a break visually.
This area features one of my favorite buildings, being the giant cd case (pictured on right) which was very fun to design around.
In this area, there are a few mysterious locations that are up to the player to uncover over their many runs through the level.
If you want to learn more: Here is a full-walkthrough of the level demo:
Video Here: https://youtu.be/-1YtA1S2euI
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