Although there is room in the concept art for some somewhat radical adjustments to be made. The Imperial City will also remain in the layout it now has since strategically speaking, it's already built the way it should be. To avoid any serious compatibility issues, and because lore calls for it to remain fortified, Kvatch is not touched in any way. Rather than large imposing walls that block the entire view, you can see buildings on the other side along with most of the trees and bushes. This has the added bonus that each city is now more visible as you approach. For example, Bruma now uses wooden palisades, Cheydinhal has lower brick walls that reflect Dunmer influence, and the city part of Bravil has no walls at all instead relying on their island nature. City walls in several cities have been modified to suit the location. Where none was provided or where it was not practical to follow, creative license was used instead.
When possible, concept art provided by Bethesda was followed as closely as space restrictions would allow. The castles become a more central focus of each city's layout, with housing, commerce, and the cathedrals spread out around them in more distinct ways. The project redesigns each city covered by the original Open Cities in such a way that would make more sense strategically. Open Cities Reborn takes the concept of Open Cities and steps it up to the next level.