🌌 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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