Why walkability starts before the pavement
A path is not automatically a journey. For a resident to choose walking, there needs to be somewhere useful within reach, a legible way to get there and an experience that does not feel like an obstacle course.

Distance is only the beginning
Two streets can have the same length and feel entirely different. Crossings, turns and the placement of destinations change the experience. Our neighbourhood systems are being explored around those relationships.
Show the consequence
A player should be able to understand why a connection works. We are interested in feedback that reveals the journey, rather than reducing every choice to a single score. A map can explain reach; an observed route can explain behaviour.
Keep the experiment small
Compact prototypes make assumptions easier to test. By working with a limited district, we can examine the effect of a missing link or a relocated service before adding more complexity.
We see walkability as a relationship between places. The pavement makes it visible, but the planning begins much earlier.