The level is built in code rather than modelled: road, kerbs, gutters, buildings, the bridge, signage, props, colliders and spawns, all laid out along one axis with forward as negative Z and one unit to the metre. A seeded generator drives the variation, so the street is never a flat repeat but is identical on every run, which is what you want when you are tuning a jump. Five named zones sit at fixed distances with a checkpoint each, and the gutter gaps are declared as explicit ranges instead of being left to the generator, so nothing can come out unjumpable.