# Night City architecture references

The rear elevations in `city_rear_facades.py` extend the materials and structural
language observed in the credited screenshots below: H10's modular galleries,
hotel curtain walls, corporate fluting, industrial louvers and the mall's aged
retail cladding. They are authored adaptations for complete orbital views;
the available front and corner screenshots do not establish exact game rear
layouts. No new screenshot textures or extracted game geometry are used.

The building signs retain their reference wording and logo geometry, with
custom individual 3D letters added for nine landmarks. Their display typefaces,
spacing, metal returns and bevels are presentation adaptations, not extracted
game typography. Megabuilding H10 retains its previous signage. See the separate
[production font credits](../assets/README.md#architectural-signage-fonts).

The later surrounding-city expansion also uses three researched landscape
references: [Night City panorama and industrial district notes](landscape/README.md),
[offline reference gallery](landscape/index.html), and [source catalog](landscape/catalog.json).
These guide layered skylines, warehouse courtyards and outer utility structures,
with an intentionally more open competition district.
Landscape credits: [Ward Lindhout and collaborators, Night City Shots](https://artbyward.artstation.com/projects/8wb0kG),
[Marta Leydy, North Industrial District](https://leydy.artstation.com/projects/w6qBYY),
and [CD PROJEKT RED's Watson industrial image](https://cdn-l-mkt.cdprojektred.com/image/Cyberpunk2077-Watson_exteriors_Northside_Industrial_District-RGB_jty01yug7kpjbhw7.jpg).
Reference imagery remains separate from production textures; the new geometry
is a procedural interpretation of visible landscape features.

References retrieved and visually inspected on 2026-09-09 for the user's requested building replicas. “Midnight city” was interpreted as **Night City from Cyberpunk 2077**, following the project's Cyberpunk 2077 brief. These are recognizable, simplified procedural interpretations of fictional buildings, not surveyed real-world structures or imported game meshes. Proportions below are visual estimates from perspective images.

## Arasaka Tower

- [Local exterior screenshot](arasaka_tower.webp) — [public image hosted by Moodarte](https://moodarte.com/wp-content/uploads/2023/10/Brutalism-in-Cyberpunk-2077-future-dark-architecture-arasaka-576x1024.webp); game architecture and imagery © CD PROJEKT RED. Companion source: [Moodarte's architecture video](https://www.youtube.com/watch?v=9d5vSB9E7vo).
- Artist provenance: [Marcin Tomalak, Arasaka Server](https://marcintomalak.artstation.com/projects/w6qnk5). The artist explains that this design was developed into the tower concept by Monika Zawistowska; this is provenance, not an exterior blueprint.

Observed exterior: an imposing graphite monolith, tall central flat blade, several successively lower and narrower fins at both sides, very sparse white/cyan seam lights, and a circular three-lobed emblem near the crown. The central upper slab projects forward and ends in a sharply sloped lower face. Lower side buttresses and a tall, narrow cyan slit give the base weight. The silhouette and large dark surfaces are more important than an office-window grid.

## Megabuilding H10

- [Local H10 exterior](megabuilding_h10.jpg) — [World Anvil reference page](https://www.worldanvil.com/w/cyberpunk-2078-cordayne/a/megabuilding-h10-landmark), [source image](https://www.worldanvil.com/uploads/images/03b565b57f05a2daa9cdfc0e54717aca.jpg). Used only for the visible game architecture; the fan page's setting text was not used as canonical lore.
- [Local artist screenshot of H06](megabuilding_artist.png) — [Mark Foreman, Megabuilding Appearances](https://oggyart.artstation.com/projects/rAdYwJ), [image mirror](https://i.pinimg.com/originals/23/96/2f/23962f28e0ba8df3b72d440603263145.png). H06 is a comparison for the shared modular structure, **not** an H10 color reference. Foreman credits Krzysztof Olborski for the original H10 geometry and color scheme and Monika Zawistowska for concept art.
- [Local official megabuilding atrium screenshot](megabuilding_official_trailer.png) — [CD PROJEKT RED, E3 2018 Trailer Frame by Frame EP03](https://www.cyberpunk.net/en/news/21398/cyberpunk-2077-e3-2018-trailer-frame-by-frame-ep03), [source image](https://cdn-l-mkt.cdprojektred.com/image/vlcsnap-2018-06-21-09h53m37s206.png). This pre-release interior illustrates balcony layers and structural density; it does not establish the final H10 exterior.

Observed H10 exterior: three large rectangular housing modules stacked over a narrower support stem, separated by deep dark horizontal service gaps. Rust/ochre corner ribs frame teal-blue panels with angled clipped edges. The broad main face carries a tall pink floral advertisement across the upper two modules and a large illuminated white “10” on the lower module. Dense narrow window rows appear on the flanks. The total height of the three modules is roughly three times their front width. H04's predominantly yellow paint should not be substituted for H10's teal panels.

## Konpeki Plaza

- [Local wide exterior](konpeki_exterior.jpg) — [PC Gamer screenshot credited to CD PROJEKT RED](https://www.pcgamer.com/cyberpunk-2077-relic-thermal-clues-the-information/), [source image](https://cdn.mos.cms.futurecdn.net/dMKx9f3ek8hL7KN72egjfM-1920-80.jpg).
- [Local tower/skybridge view](konpeki_flickr.jpg) — [Stefans02, Cyberpunk 2077 / Konpeki Plaza](https://www.flickr.com/photos/stefans02/50905583691), [source image](https://live.staticflickr.com/65535/50905583691_8e89b7d721_b.jpg). In-game photo by Stefans02, 2021-02-03; source credits camera tools and color correction. The downloaded reference is unmodified.
- Primary artist source: [Javier Pintor, Cyberpunk 2077 — Konpeki Plaza](https://jpthrash.artstation.com/projects/L3B15l?album_id=40984). Pintor identifies himself as location owner responsible for the towers and upper-floor interiors. Portfolio text was accessible, but its image downloads returned HTTP 403; the two screenshots above supplied the actual visual reference.

Observed exterior: broad blue-glass lower shoulders with horizontal silver floor bands and dark vertical structural mullions. Two thinner parallel towers rise above them, one taller than the other. A substantial opaque skybridge connects the two near the top, leaving a large rectangular open void below it. The crown uses small projecting flat eaves. A bronze vertical ribbed strip on the lower facade supports a gold hexagonal/tree emblem and the “KONPEKI PLAZA” name.

The reference files retain their original credits and ownership. They are local
modeling references. Architectural geometry and most materials are generated in
Python; the packed lighting panorama and original rose advertisement have separate
credits in [assets/README.md](../assets/README.md).

## Full-city reference expansion

The following seven locations complete the ten different team buildings. All files
were downloaded on **2026-09-09**, decoded as images, and visually inspected. The
contact sheet [ten_buildings_contact_sheet.jpg](ten_buildings_contact_sheet.jpg)
compares the ten silhouettes. [catalog.json](catalog.json) records local filenames,
download URLs, image dimensions, SHA-256 hashes, and credits. Color and proportion
notes are observations from the images; screenshots with colored lighting do not
establish exact material values. Geometry remains procedural, with no extracted
game mesh or screenshot texture applied to a building.

| Architecture key | Reference location | Distinctive silhouette |
| --- | --- | --- |
| `arasaka_tower` | Arasaka Tower | Stepped graphite blades and projecting central slab |
| `megabuilding_h10` | Megabuilding H10 | Three teal housing modules with ochre ribs |
| `konpeki_plaza` | Konpeki Plaza | Blue glazed shoulders, unequal towers and high skybridge |
| `militech_tower` | Militech Offices, Corporate Plaza | Wide armored tiers, cantilevered right spine |
| `kang_tao_tower` | Kang Tao Building | Gray ribbed twin pylons around suspended orange slab |
| `biotechnica_tower` | Biotechnica Building, Corporate Plaza | Ochre horizontal facade between unequal dark pylons |
| `petrochem_tower` | Petrochem Tower, Corporate Plaza | Pale monolith, recessed logo crown and central louver slot |
| `heavy_hearts` | Heavy Hearts, Dogtown | Broad triangular pyramid with luminous diagonal trusses |
| `grand_imperial_mall` | Grand Imperial Mall, Pacifica | Low turquoise mall below open geodesic framework |
| `black_sapphire` | Black Sapphire, Dogtown | Tall fluted shafts, flared feet and projecting unfinished crown |

## Militech Offices (`militech_tower`)

- [Local exterior](militech_tower.jpg), 1000×854 — a screenshot reproduced by
  [Pinterest](https://ca.pinterest.com/pin/militech-offices-2077--507569820522625254/),
  [download](https://i.pinimg.com/originals/f9/3a/23/f93a23d78428008bbfc8896f14387cea.jpg).
  The same view appears as [Cyberpunk Wiki's Militech Offices screenshot](https://static.wikia.nocookie.net/cyberpunk/images/9/93/Militech_Offices_01_CP2077.png/revision/latest?cb=20240821170035).
- [Local daylight context](militech_day.png), 1920×1080 —
  [Cyberpunk2077 album on Imgur](https://imgur.com/gallery/cyberpunk2077-yqCM2VS),
  [download](https://i.imgur.com/H1NHE1e.png). This view also shows Biotechnica's ochre
  facade. Screenshot photographer is not identified in the accessible metadata.
- Location identification: [Cyberpunk Wiki, Militech Offices (2077)](https://cyberpunk.fandom.com/wiki/Militech_Offices_%282077%29).
  These are Night City's regional offices, not the separate Virginia global HQ.

Observed: an unusually broad dark armored complex with several deep horizontal
recesses and plate-like projecting tiers. Thin warm-white strips outline only
selected edges; red internal light bands sit behind glass. The right edge carries
an exceptionally tall narrow ribbed spine and an exposed braced outer rack. Small
warm window rows and heavy lower buttresses establish believable floor scale.
The large MILITECH wordmark is near the upper quarter, on a recessed dark fascia.

## Kang Tao Building (`kang_tao_tower`)

- [Local exterior](kang_tao_building_01_cp2077.png), 604×1080 —
  [Cyberpunk Wiki location](https://cyberpunk.fandom.com/wiki/Kang_Tao_Building),
  [download](https://static.wikia.nocookie.net/cyberpunk/images/a/a6/Kang_Tao_Building_01_CP2077.png).
  In-game screenshot; game imagery © CD PROJEKT RED. Individual photographer not
  identified in accessible metadata.

Observed: two tall pale-gray tower wings with very close vertical ribs surround
a narrower orange central panel. The orange slab begins below the wing crowns
and stops well above the ground, exposing a black glazed entrance below. Fine
window slots between ribs are very restrained. One crown has antennas/mechanical
equipment and visible steam; a warm-white Kang Tao sign crosses the orange panel
near its lower end. Keeping most surfaces gray is essential: an entirely orange
skyscraper would not match this reference.

## Biotechnica Building (`biotechnica_tower`)

- [Local broad facade](biotechnica_building_01_cp2077.png), 1104×1080 —
  [Cyberpunk Wiki location](https://cyberpunk.fandom.com/wiki/Biotechnica_Building),
  [download](https://static.wikia.nocookie.net/cyberpunk/images/c/c9/Biotechnica_Building_01_CP2077.png).
- [Local entrance](biotechnica_building_02_cp2077.png), 1920×1080 —
  [download](https://static.wikia.nocookie.net/cyberpunk/images/a/ab/Biotechnica_Building_02_CP2077.png).
- [Local elevated entrance/bridge view](biotechnica_entrance.jpg), 736×414 —
  [Pinterest](https://in.pinterest.com/pin/biotechnica-head-office--839147343105743822/),
  [download](https://i.pinimg.com/736x/85/77/1b/85771b41acbb74254a1ce6b394ffc803.jpg).
  Game imagery © CD PROJEKT RED; individual screenshot photographer unconfirmed.

Observed: a broad ochre/gold facade with dense irregular horizontal window strips,
large dark infill panels, projecting glazed bands across the upper stories, a
wider tall left pylon with a blank dark cap, and a smaller irregular right pylon
with an antenna. Advertising panels hang in long thin columns. The entrance has
a teal company wordmark and dark gray structure, with warm interiors behind
slotted glazing. The corporate logo's teal color is not the color of the entire
office building; this is also not the separate pyramid-shaped Biotechnica Venture
Center in Dogtown.

## Petrochem Tower (`petrochem_tower`)

- [Local exterior](petrochem_tower_01_cp2077.png), 684×1080 —
  [Cyberpunk Wiki location](https://cyberpunk.fandom.com/wiki/Petrochem_Tower),
  [download](https://static.wikia.nocookie.net/cyberpunk/images/2/2d/Petrochem_Tower_01_CP2077.png).
  Game imagery © CD PROJEKT RED; individual photographer unconfirmed.
- [Local night street view](corpo_streets.jpg), 3840×2160 —
  [Epic Games Store, Night City tour](https://store.epicgames.com/en-US/news/cyberpunk-2077-tour-night-city),
  [download](https://cdn2.unrealengine.com/cyberpunk-2077-01-arrival-3840x2160-767a5f33034a.jpg).
  Game imagery © CD PROJEKT RED.

Observed: a broad pale-gray slab with massive closed wall fields, a deeply
recessed oversized crown logo panel, layered narrow edge fins, and a central
vertical glazed recess. A large dark louver grille covers the upper part of the
recess. Two tall thin advertising columns flank it. Warm orange line logos mark
the crown and entrance. The night image shows the same monumental quiet surfaces
against the smaller illuminated windows of neighboring buildings, plus elevated
concrete roads, black asphalt, palms and streetlight pools.

## Heavy Hearts (`heavy_hearts`)

- [Local exterior](heavy_hearts.jpg), 3840×2160 —
  [PlayStation-hosted promotional screenshot](https://image.api.playstation.com/vulcan/ap/rnd/202312/0411/3e20bb2c091ed211513d30e2a729b061218a8a6da284e114.jpg).
  Cyberpunk 2077: Phantom Liberty imagery © CD PROJEKT RED.
- Primary concept provenance: [Lucas Staniec, Heavy Hearts](https://www.artstation.com/artwork/EvDwDN).
  Staniec identifies these as early sketches with art direction by Paweł Mielniczuk;
  the downloaded finished-game screenshot is the geometry/color reference.

Observed: a broad triangular pyramid on a dark rectangular street podium. Its
sloping face is divided into several large triangular recessed facets by thick
silver structural members, with turquoise and warm-white neon running along
some edges. Three horizontal levels of diagonals produce the distinctive
triangular lattice. A small open cap continues the apex outline. The podium
has a shallow projecting entrance marquee with the cursive club name; palms,
service trucks, railings, damp pavement and adjacent stacked billboard walls
supply scale. Avoid treating the sloped panels as uniformly emissive glass.

## Grand Imperial Mall (`grand_imperial_mall`)

- [Local exterior](grand_imperial_mall_01_cp2077.png), 1920×1080 —
  [Cyberpunk Wiki location](https://cyberpunk.fandom.com/wiki/Grand_Imperial_Mall),
  [download](https://static.wikia.nocookie.net/cyberpunk/images/7/76/Grand_Imperial_Mall_01_CP2077.png).
- [Local cinema entrance detail](grand_imperial_mall_02_cp2077.png), 1920×1080 —
  [download](https://static.wikia.nocookie.net/cyberpunk/images/2/29/Grand_Imperial_Mall_02_CP2077.png).
  In-game screenshots © CD PROJEKT RED; individual photographer unconfirmed.
- Primary artist provenance: [Imanol Delgado Salazar, Grand Imperial Mall](https://imanoldelgado.artstation.com/projects/d83bre).
  Delgado credits architecture, location assembly, texturing and set dressing;
  contributions include Elite3d and Simon Besombes, with lighting by Mihai Muscan
  and Giovanni De Francesco. Portfolio images were unavailable for download;
  the game screenshots above provide the visual reference.

Observed: a low, broad pale concrete mall with a turquoise horizontal stripe,
large rectangular cladding panels, and a rusty-blue central vertical shaft with
exposed X braces. A huge open steel dome/geodesic framework rises behind and
above the flat mall body; the visible triangles and circular connector plates
are the main skyline feature. A small glass roof peak sits inside that framework.
Yellow-orange freestanding lettering over the entrance has missing/dark letters.
Dirty edges, rust drips, old advertising and partly abandoned street furniture
matter more here than abundant neon. It should retain a low, wide silhouette.

## Black Sapphire (`black_sapphire`)

- [Local final-game facade](black_sapphire_exterior.jpg), 1920×1079 —
  [Dot Esports publisher-credited image](https://dotesports.com/cyberpunk/news/how-to-fix-the-run-this-town-bug-in-cyberpunk-2077),
  [download](https://media.dotesports.com/wp-content/uploads/2023/10/PhantomLiberty-BlackSapphire.jpg).
  Image credited to CD PROJEKT RED. The screenshot shows the flared foot and lower
  facade; the crown disappears beyond the frame and haze.
- [Local exterior concept sheet](black_sapphire_concept_art_02_cp2077pl.jpg),
  3000×1761 — Ward Lindhout, © CD PROJEKT RED,
  [primary artist portfolio](https://artbyward.artstation.com/projects/GeZD5W),
  [wiki-hosted download](https://static.wikia.nocookie.net/cyberpunk/images/e/e8/Black_Sapphire_Concept_Art_02_CP2077PL.jpg).
  The sheet labels itself early exploration and juxtaposes a finished hotel with
  an unfinished version; it is an exterior massing reference, not proof every
  crown detail survived into the released game.
- [Local rooftop atrium screenshot](black_sapphire_rooftop.jpg), 3840×2160 —
  [Antonia Haynes / Dot Esports, You Know My Name guide](https://dotesports.com/cyberpunk/news/cyberpunk-2077-how-to-complete-the-you-know-my-name-quest-in-phantom-liberty),
  [download](https://media.dotesports.com/wp-content/uploads/2023/10/IMG_2551.jpg).
  Screenshot credited to Dot Esports; game imagery © CD PROJEKT RED.
- [Local club interior concept](black_sapphire_concept_art_cp2077pl.jpg),
  1920×1080 — [wiki-hosted download](https://static.wikia.nocookie.net/cyberpunk/images/d/d5/Black_Sapphire_Concept_Art_CP2077PL.jpg).
  © CD PROJEKT RED. Individual artist not established for this image; used only
  to inspect warm light, glass/metal contrast and scale, not exterior geometry.
- Primary finished-location provenance: [Albertus Januardy, Black Sapphire](https://albertusj.artstation.com/projects/49Bl2k?album_id=9845133).
  Januardy credits location work from draft to polish, concept artists Alexander
  Dudar, Marthe Jonkers and Ward Lindhout, and the wider environment/asset team.

Observed: a tall dark cluster of fluted shafts with sweeping outward feet and
thin brass/gold vertical ribs. The full-height concept sheet shows much wider
projecting upper masses, unfinished horizontal floor decks and worn yellow-green
construction coverings, with cranes above. The game facade confirms the dark
window/rib rhythm, gold sign and green BARGHEST fabric at the base. The rooftop
shot shows open pitched structural frames, suspended gold vertical lights and
an intense blue holographic waterfall. The unfinished upper silhouette and
hotel-like curved base must remain distinct from Arasaka's flat black blades.

## Atmosphere, surfaces and service presentation

The inspected street and building references show mixed roughness, seams,
recessed glazing, concrete expansion joints, dense small windows, irregular
occupied rooms, mechanical rooftops, service ducts, curbside props, palms,
layered roads and bright signs separated by extensive darker surfaces. Neon is
concentrated on signs and selected structural lines; every building is not a
solid glowing object. Use the daylight images for material colors and the night
images for lighting ratios.

Competition service sections are a visualization layer invented for this project,
not a feature copied from Cyberpunk. They should be integrated into the actual
building floors, glazed bays, wings or pyramid tiers while preserving the
reference silhouette. Textual status and health colors appear on section interiors
and their labels during cutaway presentation. Exterior glazing, architectural
lighting and company signage are independent of service health. The additional
holographic banners have separate service panels that can glitch during an outage
and display emblems from recorded successful attackers; these are invented
competition graphics, not features copied from the building references.

All reference originals remain unmodified. The contact sheet only scales images
into a labeled comparison grid. Downloading modeling references does not transfer
copyright or imply endorsement by CD PROJEKT RED, photographers, or artists.

`environment_roads.py` supplies deterministic road reservations and clear-plot
placement for the supporting architecture in `city_environment.py`. It uses no
external assets and preserves the credited building designs and authored massing.

## Central streets and police checkpoints

The [Night City district credits](/credits/district.md) adds inspected Kabuki street
and NCPD vehicle artwork, with an [offline gallery](https://github.com/mazala-cybersec/hz-26-ad-visualizer/tree/main/references/district), original
credits and image hashes. `city_district_details.py` builds 19 small central shops
and utility sheds, eight pocket plazas, eight checkpoint booths with camera/lamp
masts, equipment screens, cases and cones, and six parked police vehicles outside
the four avenues. Shop clusters stay inside the original central envelope; the
barricade setback, outer buildings and pedestrian/traffic restrictions remain.

## Entrance courts

The ten landmark arrival courts use additional [game screenshot references](entrances.md). The geometry is original and the screenshots are not production textures.


## Additional central infill

Eleven additional low buildings and seven furnished public spaces draw on the
same retained [district references](/credits/district.md) and
[entrance screenshots](/credits/entrances.md): layered Kabuki shopfronts,
Rancho workshop roofs, and planted corporate courts. Compact apartments,
workshops, kiosks, a relay station and a greenhouse are original procedural
interpretations. Screenshots remain references and are not production textures.
[Source geometry and reference catalog](https://github.com/mazala-cybersec/hz-26-ad-visualizer).

## Central equestrian award

The bronze horse-and-rider sculpture follows user-supplied trophy photographs,
with both broken front legs reconstructed. No reference photos are scene
textures. See the [award source and production credits](assets.md).
