🌌 Inspiration

The neon haze of cyberpunk worlds has always fascinated us—stories where technology is both salvation and downfall. With Kyber City Sprawl, we wanted to capture the tension of a society wired into the grid, where every shadow hides a story and every neon sign is a mask for deeper decay. Inspired by classics like Blade Runner, Ghost in the Shell, and the tactical depth of Persona 5 Royal, our goal was to build a world that feels alive, oppressive, and yet strangely beautiful. The Chroma Awards’ celebration of creativity and AI-driven media, with the support of sponsors like ElevenLabs, Google Cloud, FAL, Freepik, Dreamina, and CapCut, inspired us to blend experimental storytelling, visual polish, and technical ambition in our project.[5]


⚡ What it does

Kyber City Sprawl is an immersive dystopian environment designed for exploration, storytelling, and interactive experiences.

  • 🏙️ Dynamic cyber cityscape with neon-lit alleys, holographic billboards, and vertical sprawl.
  • 🎭 Narrative-driven spaces where players uncover hidden lore and make choices that shape their path.
  • 🎮 Interactive mechanics inspired by tactical RPGs—dialogue triggers, environmental puzzles, and branching outcomes.
  • 🌐 Cross-platform ready: optimized for VR, desktop, and streaming showcases.
  • 💡 Sponsored innovation: Leveraged AI voice and sound (ElevenLabs, CapCut), cloud assets and collaboration (Google Cloud), visual inspiration from Freepik/Dreamina, and experimental logic frameworks (FAL).

🛠️ How we built it

  • Unity HDRP for high-fidelity rendering, leveraging the Kyber City HDRP pack as the foundation.
  • Cinemachine + Post-Processing for cinematic camera work and atmospheric effects (rain, fog, bloom).
  • Custom shaders for neon glow, holograms, and glitch effects.
  • TypeScript scripting (for Horizon Worlds integration) to handle interactions and triggers.
  • Blender + Substance Painter for asset prep, texture baking, and PBR workflow.
  • Streaming overlays & branded polish for presentation.
  • Sponsor technologies: ElevenLabs for speech/dialogue, CapCut for audio edits, Google Cloud for storage/versioning, Freepik/Dreamina for visual assets, FAL for AI logic.

🧩 Challenges we ran into

  • ⚠️ Rendering issues: Desktop build black screens due to driver conflicts.
  • 🔄 Asset optimization: Balancing HDRP fidelity with performance.
  • 🎛️ Shader complexity: Keeping neon effects vibrant without sacrificing FPS.
  • 🕹️ Interaction scripting: Adapting Unity assets for Horizon Worlds required new approaches.
  • Time constraints: Polishing branding and hackathon media alongside technical work.

🏆 Accomplishments that we're proud of

  • Built a living cyberpunk environment and solved cross-platform issues by forcing DX11 and sandbox toggles.
  • Crafted cinematic and branded assets for a compelling project pitch.
  • Developed a Unity → Horizon Worlds pipeline that supports community creators.
  • Integrated sponsored AI tools for sound, visuals, and cloud workflows.

📚 What we learned

  • Debugging multi-engine GPUs and the importance of asset modularity.
  • Merging game dev workflows with streaming polish.
  • AI's role—especially sponsor technologies—in elevating new creative possibilities.

🚀 What’s next for Kyber City Sprawl

  • 🌐 Multiplayer expansion for social experience.
  • 🤖 AI-driven NPCs using sponsor platforms.
  • 🎥 Cinematic demos: Game world as narrative stage.
  • 🛠️ Expanded asset kits for creators.
  • 🔮 Deeper lore and quest branching, ready for Chroma Awards spotlight.

Made possible thanks to: ElevenLabs 🤖, Google Cloud ☁️, Freepik 🎨, Dreamina 🖌️, CapCut ✂️, FAL etc.🔧, and the Chroma Awards organizers!

Built With

  • ai
  • blender
  • branded-assets
  • capcut
  • cinemachine
  • custom-shaders
  • dreamina
  • elevenlabs
  • fal
  • freepik
  • google-cloud
  • gpu-debugging-tools-(gpu-z
  • msi
  • msi)
  • post-processing-stack
  • streaming-overlays
  • substance-painter
  • typescript-(horizon-worlds-integration)
  • unity-hdrp
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