โ Generated (OSM) demo ยท ๐ Photoreal mode (Google 3D Tiles)
A short guide for a dev who already spent a year on NYC.
No studio places every building in NYC by hand. They generate the layout from rules (procedural) or from real map data (data-driven), then artists polish the places players actually look at. The demo you just played was made from OpenStreetMap footprints and heights in seconds, and the script can make any neighborhood.
Real CC0 HDRI sky lighting and PBR textures from Poly Haven (brick, concrete, asphalt with normal and roughness maps), plus tone mapping, bloom, ambient occlusion and soft shadows, all running in the browser with three.js. The windows, billboards, cars and robots are generated by code. In Photoreal mode, the same game runs on Google's photogrammetry of real Manhattan, streamed with 3DTilesRendererJS. More free CC0 textures are on ambientCG.
The demo's audio is all generated with code (Web Audio API), and the dispatcher voice is the browser's built-in speech. For real recordings, try Freesound.org (filter to CC0) or Kenney's free CC0 audio packs. Always check the license and credit creators.
Insomniac's Marvel's Spider-Man Manhattan is built from reusable modular tiles and building kits placed with tools, plus a set of hand-made landmarks. Here's their GDC talk on procedural lighting/city tech. Repetition is fine when the gameplay is good.
Your hand-made models are perfect hero landmarks: drop them into a generated city where players will notice them. You also learned modeling, scale, texturing and optimization, which are the same skills pros use to polish generated cities. Now you get a faster pipeline to go with them. Go make it fun! ๐จ
Map data ยฉ OpenStreetMap contributors, ODbL.