Rift
Spectre: Divide · Mountaintop Studios

Rift

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

Rift explored a specific design hypothesis: what if A and B sites existed on meaningfully different vertical levels, connected by a shared mid structure that bridged them? The goal was to see whether Spectre placement decisions — which are fundamentally about bi-location — would feel different when that bi-location spanned a height difference rather than just horizontal distance.

The blockout tested defender rotation times, the viability of double-site Spectre coverage at elevation, and how the vertical separation read to new players versus experienced ones. Several findings from Rift's playtests influenced Skyway's final layout.

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