Inspiration

VibeCity started from the idea that multiplayer spaces do not always need objectives, timers, or winners to feel meaningful. I wanted to build a place that feels like logging into a shared mood. Inspired by late-night city walks, ambient music playlists, and online spaces where people simply exist together, VibeCity is about presence, atmosphere, and soft connection rather than competition.

What it does

VibeCity is a chill, ambient multiplayer world where players drop in, explore, and vibe together in real time. Players can wander neon-lit streets, rooftops, beaches, and transit hubs while dynamic lighting, weather, and soundscapes shift around them. Instead of combat, players interact through gestures, emotes, movement, proximity-based audio, and environmental interactions like sitting on ledges, dancing under streetlights, or watching the city breathe. Small shared moments, like a sudden rainstorm or music swell, naturally bring players together without forcing interaction.

How I built it

The world is built around a modular city system with interchangeable districts that stream in as players move. Lighting and audio are driven by a real-time ambience engine that blends music stems, environmental sounds, and visual effects based on time of day and player density. Multiplayer networking prioritizes low-latency positional sync and proximity-based interactions rather than high-frequency combat updates. Player avatars are lightweight and expressive, with smooth locomotion and subtle animation layers to keep movement feeling calm and natural. UI is minimal by design, fading away when not needed to keep immersion intact.

Challenges I ran into

Designing engagement without goals was a major challenge. Without objectives, every animation, sound cue, and lighting change had to pull its own weight. Synchronizing ambient events like weather, music transitions, and lighting shifts across all players without breaking immersion took careful timing logic. Preventing the world from feeling empty while also avoiding visual noise required constant tuning of density, scale, and motion. Network optimization was critical to keep the experience smooth even with many players sharing the same space.

Accomplishments that I'm proud of

I built a multiplayer experience that encourages calm instead of chaos. Players naturally gather, linger, and interact without being told what to do. The ambience system successfully creates emotional shifts, from quiet solitude to shared energy, in real time. The city feels alive even when players are doing nothing, which is exactly the point.

What I learned

Atmosphere is a system, not a layer added at the end. Small details like footstep echo, light flicker, or music timing shape how players feel more than complex mechanics. Multiplayer does not need competition to create connection. Designing for stillness requires just as much intentionality as designing for action.

What’s next for VibeCity

Next steps include adding more reactive environments, like crowds that respond to player presence, public transport players can ride together, and live DJ or playlist-driven events. I want to expand avatar expression with subtle customization and shared rituals, and explore longer-term presence features that let the city slowly change based on collective player behavior.

Built With

Share this project:

Updates