
In Elysium, the cities are not abandoned, by they are dilapidated. The people are still living in them but their life is a constant struggle, desperation and primitive in a way. I would take those two things and use them apart from one another.
First, the cities themsleves. They are amaizing in their shape. Partially destroyed, covered in trash and rubble. I have come to a realisation that what I want for my game’s world is a city that looks like a destroyed, gigantic anthill. Sprawling, ambitious, towering and yet empty, with echoes of life. I especially like the structures built on top of the old buildings, the precarious platforms that allow for the citizens to see the light and feel the air. The depth of the city should realise the opposite that they were fleeing – darkness, haziness, fog and smoke.

The outback, rural areas are flat and dead. Endless heaps of trash and rubble are spread around the cities, hubs of past consumerism and life. Trailers used as primiary homes, old garages, naked steel with faded colours. Dead plants, dominance of rocks and rocky formations devoid of nature and life as we knew it.


Secondly, the people. People may be modified but not in a Cyberpunk way. They should be covered in rags, discoloured clothes and protective loose capes and hoods. Straps and ropes should be a primiary way of holding onto a lot of your stuff. People should look like they are primairly traveling, tying all their belongings on their back. Backpacks, toolbelts and bags should be dominant. Their demeanor should reflect their hardships, longer hair, ungroomed heads and tired, wrinkled faces. The society is dead and people should reflect that. It is normal to be hostile, untrusting and borderline antisocial.