← ALL WORKTYLER CASE STUDY · 06
Sunset Overdrive cover art

INSOMNIAC GAMES · 2014

Sunset
Overdrive

OPEN WORLDLEVEL DESIGNTRAVERSAL CHALLENGES

THE WORK

A world designed
to stay in motion.

I designed half of Sunset Overdrive's open world, shaping districts, routes, landmarks, and traversal opportunities around the game's fast, expressive movement system.

I also designed half of the traversal challenges, creating focused tests that asked players to read the environment, connect movement mechanics, and maintain flow through the city.

ROLE
Designer
STUDIO
Insomniac Games
FOCUS
Open World · Traversal Challenges
WORLD DESIGN

Half the Open World

Designed half of the playable city with routes and features that support grinding, bouncing, wall-running, and fluid transitions between traversal systems.

CHALLENGE DESIGN

Half the Traversal Challenges

Designed half of the game's traversal challenges, building authored lines that test navigation, timing, improvisation, and mastery of the movement mechanics.

WORLD DESIGN SCOPE

Designed for
continuous motion.

The outlined area shows the half of the Sunset Overdrive open world that I designed.

Sunset Overdrive map with Tyler Chiocchio's designed area outlined in red
DESIGNED AREA

My portion of the open world is outlined in red.

TRAVERSAL CHALLENGE SHOWCASE

Finding the line.
Keeping the flow.

An example of one of the traversal challenges, showing how the city layout and movement systems combine into a fast, readable route.

TRAVERSAL CHALLENGEWatch on YouTube ↗

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