Mediterranean Roads

Mediterranean Roads is a personal environment study focused on pacing, readability, and the reveal of landmarks through movement and framing. Early exploration focused on ideas around saliency, compression/release moments, and environmental affordances, all playing a key role in how the player reads and navigates the space.

The project was heavily inspired by Mediterranean mountain roads (Amalfi coast and % terre) and the feeling of gradually discovering a landscape while driving through it. One of the main ideas behind the scene was using open gallery tunnels to control visibility and rhythm, almost like pulling back a curtain little by little before revealing the main destination.

A large part of the work focused on making the road feel naturally integrated into the landscape, following the topology and geological rhythm of the mountain rather than feeling artificially placed on top of it. Retaining walls, tunnel structures, terrain shaping, and landmark silhouettes were all used to support readability, pacing, and the feeling of travelling through a believable environment

The environment was built in Unreal Engine 5 using a mix of Marketplace assets, Megascans, custom modular pieces, PCG workflows, terrain sculpting, and material blending. The tunnel gallery system, road workflows, terrain passes, lighting, atmosphere, and overall world composition were developed specifically for this project.

Mediterranean Roads

Wide overview of the Mediterranean cliffside town and the surrounding landscape.

Wide overview of the Mediterranean cliffside town and the surrounding landscape.

View toward the borgo from inside the tunnel.

View toward the borgo from inside the tunnel.

Roadside tunnel entrance

Roadside tunnel entrance

Sketch storyboard created early in the process to establish the foundation for environmental pacing, landmark readability, and compression/release moments

Sketch storyboard created early in the process to establish the foundation for environmental pacing, landmark readability, and compression/release moments

Gameplay

PCG

A selection of the main references used for the project, shown in a smaller and cleaner way to make the board easier to read.

A selection of the main references used for the project, shown in a smaller and cleaner way to make the board easier to read.