P-Zero
An open-world map for an unreleased project, designed for maximum performance in a low-poly style.
Overview
Designed from the ground up to be extremely lightweight, the map brings an open-world experience to every kind of device. The goal was to get the most out of a tight performance budget.
The map is built around strict draw call and client memory budgets. Texture maps are used sparingly: most assets are colored with vertex color and built to benefit from draw call batching through instancing. The result is a gritty, desaturated take on a low-poly retro aesthetic that holds up on low-end hardware.
As lead designer on the project, I was in charge of concepting, grayboxing and producing almost every location and asset.
Project overview
- Role
- Lead designer
- Status
- Unreleased · On hold
World Design
The map is built around evenly distributed landmarks, with smaller complexes and clusters of structures bridging the space between them. The base terrain is a perfectly flat baseplate; hills and rocks are placed deliberately to break up sightlines, provide cover and frame approaches.




