Highrise
Spectre: Divide · Mountaintop Studios

Highrise

Tactical · Bomb Defusal · Prototype
Blockout / Prototype — Early development geometry, not final art

Highrise was a prototype exploring what happens when the primary combat space is vertical urban density — multi-story building interiors, external fire escapes, and rooftop geometry replacing the ground-level street layouts that dominated the launch maps.

The core design question was whether Spectre placement could meaningfully work across floor levels within the same building — using one body to hold a stairwell while the other covered a window on the floor above. This created novel read scenarios genuinely different from the horizontal bi-location patterns established by the launch pool.

The prototype also tested how attackers navigate vertical approach geometry when both bomb sites exist at different elevations within the same structure.

Game
Spectre: Divide
Studio
Mountaintop Studios
Mode
Tactical · Bomb Defusal
Engine
Unreal Engine
Status
Prototype
← Back to Work
← Back to Work