CITYPLANR

This group project focused on building a visual and interactive tool for early-stage city planning. The brief came from a fictional architecture firm that normally builds physical scale models for city planning but wanted a more flexible digital alternative. We created a 3D-based editor that lets users place roads, buildings, and infrastructure with a clean and intuitive interface built for speed, clarity, and creative exploration.

Development

I took responsibility for project leadership, UI design, and menu logic tied to every feature in the application. I handled scheduling through Gantt and Trello, ensuring that the team followed our plan while adapting when needed. In Unreal Engine 5, I built the complete user interface and implemented all menu systems. I also designed icons and visual elements in Illustrator CC to establish a clear and consistent graphic language.

Challenges

The biggest challenges were team alignment and time constraints. With four people and very different working styles, it was difficult to find a shared rhythm early on. We solved this through honest retrospectives, where we openly discussed what worked and what didn’t. This transparency created trust and helped us leverage each person’s strengths. We also learned to prioritize, keeping a simple list of core versus optional features became key to delivering a functioning product on time.

Result

Performance-wise, the program ran smoothly and was lightweight. The visual style was close to what we envisioned - minimal, clear, and easy to read. Interaction was intuitive for both experienced and inexperienced users, using familiar control schemes (like WASD or arrow keys). If we had more time, we would have expanded the library of building and environment assets and refined the object-editing features. Maybe also a more dynamic map.

Project Details

Unreal Engine 5

Planning Tool

Group project

Project Lenght

4 weeks

Completed

Apr 29, 2025

Completed district view

Example of a planned area visualized in the final prototype.

Main menu

Access to project creation and saved sessions. All with a minimal and clean look.

Empty scene start

A new map with base UI controls ready for building placement.

Edit mode

Object gizmo for moving structures and a UI for selecting materials. The selected object is always outlined with our accent color.

Edit mode

Object gizmo for rotating the selected building.

Road generation

Node-based placement system generating streets dynamically.

Streetview preview

Real-time visualization of the finished city layout.

CITYPLANR

This group project focused on building a visual and interactive tool for early-stage city planning. The brief came from a fictional architecture firm that normally builds physical scale models for city planning but wanted a more flexible digital alternative. We created a 3D-based editor that lets users place roads, buildings, and infrastructure with a clean and intuitive interface built for speed, clarity, and creative exploration.

Development

I took responsibility for project leadership, UI design, and menu logic tied to every feature in the application. I handled scheduling through Gantt and Trello, ensuring that the team followed our plan while adapting when needed. In Unreal Engine 5, I built the complete user interface and implemented all menu systems. I also designed icons and visual elements in Illustrator CC to establish a clear and consistent graphic language.

Challenges

The biggest challenges were team alignment and time constraints. With four people and very different working styles, it was difficult to find a shared rhythm early on. We solved this through honest retrospectives, where we openly discussed what worked and what didn’t. This transparency created trust and helped us leverage each person’s strengths. We also learned to prioritize, keeping a simple list of core versus optional features became key to delivering a functioning product on time.

Result

Performance-wise, the program ran smoothly and was lightweight. The visual style was close to what we envisioned - minimal, clear, and easy to read. Interaction was intuitive for both experienced and inexperienced users, using familiar control schemes (like WASD or arrow keys). If we had more time, we would have expanded the library of building and environment assets and refined the object-editing features. Maybe also a more dynamic map.

Project Details

Unreal Engine 5

Planning Tool

Group project

Project Lenght

4 weeks

Completed

Apr 29, 2025

Completed district view

Example of a planned area visualized in the final prototype.

Main menu

Access to project creation and saved sessions. All with a minimal and clean look.

Empty scene start

A new map with base UI controls ready for building placement.

Edit mode

Object gizmo for moving structures and a UI for selecting materials. The selected object is always outlined with our accent color.

Edit mode

Object gizmo for rotating the selected building.

Road generation

Node-based placement system generating streets dynamically.

Streetview preview

Real-time visualization of the finished city layout.

CITYPLANR

This group project focused on building a visual and interactive tool for early-stage city planning. The brief came from a fictional architecture firm that normally builds physical scale models for city planning but wanted a more flexible digital alternative. We created a 3D-based editor that lets users place roads, buildings, and infrastructure with a clean and intuitive interface built for speed, clarity, and creative exploration.

Development

I took responsibility for project leadership, UI design, and menu logic tied to every feature in the application. I handled scheduling through Gantt and Trello, ensuring that the team followed our plan while adapting when needed. In Unreal Engine 5, I built the complete user interface and implemented all menu systems. I also designed icons and visual elements in Illustrator CC to establish a clear and consistent graphic language.

Challenges

The biggest challenges were team alignment and time constraints. With four people and very different working styles, it was difficult to find a shared rhythm early on. We solved this through honest retrospectives, where we openly discussed what worked and what didn’t. This transparency created trust and helped us leverage each person’s strengths. We also learned to prioritize, keeping a simple list of core versus optional features became key to delivering a functioning product on time.

Result

Performance-wise, the program ran smoothly and was lightweight. The visual style was close to what we envisioned - minimal, clear, and easy to read. Interaction was intuitive for both experienced and inexperienced users, using familiar control schemes (like WASD or arrow keys). If we had more time, we would have expanded the library of building and environment assets and refined the object-editing features. Maybe also a more dynamic map.

Project Details

Unreal Engine 5

Planning Tool

Group project

Project Lenght

4 weeks

Completed

Apr 29, 2025

Completed district view

Example of a planned area visualized in the final prototype.

Main menu

Access to project creation and saved sessions. All with a minimal and clean look.

Empty scene start

A new map with base UI controls ready for building placement.

Edit mode

Object gizmo for moving structures and a UI for selecting materials. The selected object is always outlined with our accent color.

Edit mode

Object gizmo for rotating the selected building.

Road generation

Node-based placement system generating streets dynamically.

Streetview preview

Real-time visualization of the finished city layout.

Curious for more?
Let's talk!

Curious for more?
Let's talk!

Curious for more?
Let's talk!

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