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Procedural Night City

An original stylized skyline generated from the spectrum: windows, signs, traffic, and weather.

Procedural Night City engine preview

Launch modes

Skyline Bands mode

Skyline Bands

The silhouette alone: buildings as spectrum, three ranks deep.

Window Field mode

Window Field

Camera pushed in until the windows are the subject.

Traffic Trails mode

Traffic Trails

A street-level layer of long-exposure light streaks.

Sign Flicker mode

Sign Flicker

Abstract sign blocks fire on onsets against a dim skyline.

Rain Parallax mode

Rain Parallax

Three depth layers of rain over a wet, reflecting street.

Rooftop Pan mode

Rooftop Pan

A slow lateral camera move parallaxed across the three ranks.

Controls

ControlGroupTypeDefaultAnimationAudio
Primary colorPrimary color used by the engine paletteStylecolor#f0abfcYesNo
Secondary colorSecondary color used by the engine paletteStylecolor#22d3eeYesNo
BackgroundBackground used by the engine paletteStylecolor#05040aYesNo
OpacityVisualizer opacityTransformrange1YesNo
Frame marginBreathing room kept clear at the frame edges. Audio-driven geometry is soft-limited to fit inside it; geometry scale deliberately is notTransformrange0.035YesNo
SensitivityBounded overall audio responseAudiorange1YesNo
Spectrum rangeFraction of the frequency range the visual spans. The top of the FFT is near-silent air on most material, so at 1 the right-hand edge of every spectrum visual barely movesAudiorange0.86YesNo
Primary audio sourcePrimary audio sourceAudioselectbassNoNo
Audio contributionMaximum contribution from the primary audio routeAudiorange0.55YesNo
Audio dynamicsHow much of the band's movement reaches the visual. 1 = full dynamics; 0 holds it at a steady level for a calmer, more constant lookAudiorange1YesNo
Audio attackEnvelope attack in millisecondsAudiorange45YesNo
Audio releaseEnvelope release in millisecondsAudiorange240YesNo
Geometry scaleGeometry scaleGeometryrange1YesYes
SpeedTime-based motion; default major cycle is 6–12 secondsMotionrange0.1YesYes
Color modeDuo palette, primary→secondary gradient, or full rainbow sweepStyleselectduoNoNo
GlowGlowEffectsrange0.55YesYes
Global glowShared emissive strength across the frameEffectsrange0.35YesYes
Pulse intensityBeat pulse scale for spawn, size, and shakeEffectsrange1YesYes
Beat responseHow hard every engine hits on each detected beatAudiorange1.2YesYes
Beat smoothingHow long each beat hit rings out before it settlesAudiorange0.35YesYes
Beat attackSeconds for a hit to swell to full. 0 snaps instantlyAudiorange0YesYes
Beat releaseSeconds for a hit to fade, overriding Beat smoothing. 0 follows itAudiorange0YesYes
Beat shakeFrame kick strength on each beatEffectsrange0.6YesYes
Motion echoMotion echoEffectsrange0YesYes
BlurBlurEffectsrange0YesYes
Chromatic aberrationChromatic aberrationEffectsrange0YesYes
Beat sync allRoute beat energy into spawn, shake, pulse, speed, and scaleAudiobooleantrueNoNo
City densityBuildings per rank and traffic volumeCityrange0.55YesYes
ParallaxSeparation between the three building ranksCityrange0.4YesYes
WeatherRain density and street wetnessCityrange0.35YesYes
Sign gainSize and brightness of the abstract sign blocksCityrange0.6YesYes
Detail budgetShare of windows drawn per buildingCityrange0.6YesYes