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How Level Design Can Tell a Story

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Game Maker's Toolkit18:10Open on YouTube
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The bottom line

A game's environment can tell its story through what players understand, what they feel and who they think they are. Designers who make every layer of a space carry the same theme can tell a story without a single cutscene or line of dialogue.

Key takeaways

  • Environmental storytelling works because players piece small details into a story themselves. 0:37
    • Harvey Smith and Matthias Worch describe it as staging player-space with props that can be read as a meaningful whole.
    • Players act like detectives, and those who only want to shoot can ignore the story.
  • Setting, level design and small vignettes should all echo one theme. 4:00
    • In Deus Ex: Mankind Divided, a futuristic Prague of oppressed augmented humans shows up in segregated train cars and in anti-aug graffiti.
    • Large games need teams to share one vision, because each level often has a different owner.
  • Scale, shape and colour can make players feel what the character feels. 7:49
    • In God of War, narrow paths, dead ends and grey fog build panic when Atreus runs off, and the world opens up when he is safe.
    • Tomb Raider moves Lara from dark green and low down to warm orange sunlight high above.
  • Emotion and intensity charts let designers plan these feelings and test them. 10:24
    • BioWare's Mass Effect 3 Tuchanka level cut the catacomb monsters because fighting by torchlight felt too intense for the intended mystery.
    • In Celeste, the lowest story point, the stage Reflections, is also the lowest point of the climb.
  • The setting also tells players who they are and how to act. 14:47
    • Looting feels natural in the ruined Rapture of Bioshock, but uncomfortable in Columbia, a working society in Bioshock Infinite.
    • Hitman levels split into public and private spaces, so players can read social rules from real-world knowledge.

This game doesn't need any words to tell you what to feel, because the environment says it all.

Game Maker's Toolkit, on Journey

Chapter summaries

0:00 A story told by surroundings

Set dressing alone can tell players what happened in a place, and can also steer how they play.

  • Bioshock's surroundings tell its story without a single cutscene. 0:21
    • The sunken city has fancy bars, apartments and theatres, so it was built for high society.
    • Ruin and despair show a downfall, with violent factions and people who lost their minds.
    • Cut are Andrew Ryan's bathysphere slideshow, Atlas in your ear and the audio diaries.
    • The date, New Year's Day 1959, is part of what the place shows.
    • Fallout's skeletons are posed on purpose to suggest funny or sad deaths.
  • The same props can react to the player and guide play. 3:19
    • Kill a shopkeeper in Deus Ex: Mankind Divided and the shop becomes a crime scene, then closes for good.
    • A saw blade in a sliced-up zombie hints at using saws with the Gravity Gun.
    • The term was first coined by ex-Disneyland designer Don Carson, in a 2000 article on theme parks.
    • An enemy fried on a fence warns of danger, and maps and signs help players navigate.

4:00 Rooms and places carry meaning too

Every layer of a level should tell one theme
Deus Ex: Mankind Divided carries aug oppression from its world setting down to its smallest props.

Architecture, layout and scale tell players who uses a space, and a believable space lets them use real-world knowledge.

  • Level design below the vignettes shows what kind of people live in a space. 4:36
    • Dishonored 2's Dust District uses height to put the working class literally under the powerful.
    • Prey's opulent Talos I and Alien Isolation's utilitarian Sevastopol suggest very different uses.
    • In Thief's Lord Bafford's Mansion, gold sits in the lord's chambers and little of value is in the servants' quarters.
    • IO Interactive aims for "credible" levels, which meet basic expectations but need not make perfect sense.
    • The widest layer is world building: factions, major plot points in history and the main players.

7:34 Feeling: shape, scale and colour

Tight spaces build fear, open vistas bring triumph
The cave adds no backstory; its shape makes you feel what the character feels.

The form of a space can make players feel what a character feels, even when it adds no backstory.

  • Tight or open spaces create emotion that helps players read a character. 7:55
    • Naughty Dog's Emilia Schatz makes Uncharted 4 caves low and narrow at first, then opens them into a giant vista.
    • The cave teaches no backstory, but the emotion shows how the character feels.
    • Schatz: I might make the ceiling very low, might make the walls come in, so you feel tight and constrained.
    • In God of War, Kratos panics because Atreus has run off, and the space is built to give the player that tension.

9:05 Emotion can be planned, beat by beat

A level's colour, shape and height can be chosen section by section to produce a set emotion, then checked against players.

  • A shift in the story can be marked by a shift in the setting. 9:22
    • Portal's test lab is white, sterile and short on detail.
    • Its maintenance area is warmer, orange, and looks lived in.
    • The change matches the plot: the first half is a test lab, the second is an escape from an evil AI.
    • God of War ends its tight stretch the same way: fog lifts and colour returns, signalling the stranger is no threat.
  • BioWare plans the emotion of each section, then tests it on players. 10:24
    • Designers split the level, pick a theme, pick an emotion, then choose environment to evoke it.
    • Mass Effect 3's Tuchanka runs from hope, to chaos, to mystery, to awe.
    • An intensity chart sets low moments for story and high ones for combat, and playtesters report how intense each area feels.
    • Hope: a huge convoy behind you and relaxed Krogan. Chaos: flames and a destroyed convoy. Mystery: statues and murals. Awe: the city reveal, with guilt if you plan to betray the Krogan.
    • Half-Life 2 builds oppression with narrow corridors, tall buildings, cages and cameras. PT builds fear by making you turn the same corner again and again.
    • Choices must fit the mechanics: darkness scares in horror, but feels safe in a stealth game.
    • Friendly bombers were added on the road to the reaper to give a little more hope.
  • The terrain itself can draw the shape of the story. 13:28
    • BioWare aimed for three acts: rising action, a low point of despair, then a climb to victory.
    • Celeste's climb mirrors that graph, with small setbacks but a steady rise.
    • Journey uses climbing for strength and falling for loss and hopelessness.
    • Journey's colours carry feeling: orange for calm desert mystery, dark green for the spooky graveyard, white for biting cold, bright blue for rebirth.
    • It needs no words to tell you what to feel.

14:47 The environment tells you who you are

Hitman's spaces signal what you are allowed to do
Public spacesPrivate spaces
AccessOpen from the startNeeds ingenuity to enter
CostumeAny costume worksCostume needed to stay hidden
Social rulesLooser, familiarStricter, enforced
Player reads it fromReal-world behaviourReal-world behaviour
Real-world social knowledge tells players where they can stroll in and where they need a disguise.

Settings shape what players feel allowed to do, because players read them for clues about their role.

  • Mechanics and genre set the player's identity, and the environment adds to it. 14:47
    • Players look for clues about which actions are expected, permitted and punished.
    • Killing and robbing felt easy in Bioshock and uneasy in Bioshock Infinite.
    • In Rapture, the only people left are insane, bloodthirsty splicers, so bashing skulls and looting everything makes sense.
    • Columbia has working shops and innocent citizens, so violence and theft make less sense.
  • Hitman lets players read the social rules of a space from real-life knowledge. 16:01
    • It is often obvious which areas you can stroll into.
    • Mette Andersen of IO says designers are designing rules of behaviour that tap into how should I be in this space?
    • Public spaces are open from the start in any costume. Private spaces need ingenuity to enter and a costume to stay hidden.
    • These split into sub-categories where the social rules go from vague to strict.
    • The best Hitman levels mix these area types richly.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Level design can tell a story at three layers (small set dressing vignettes, places and rooms, and the overall world), and it can also steer how the player feels and who they believe they are. The Mass Effect 3 Tuchanka emotion and intensity charts and God of War's panicked search for Atreus make it worth watching.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript245 lines
0:04

Imagine a version of Bioshock without cutscenes. Without Andrew Ryan’s bathysphere Powerpoint. Without Atlas yapping in your ear. And without those juicy audio diaries. Do you think players would still understand what the game was all about? Well, I think they’d actually have a pretty good idea. Because all you have to do is look at your surroundings. The game is set in a massive city at the very bottom of the ocean.

0:33

One clearly made for those in high society, considering the fancy bars, apartment complexes, and theatre districts. And it’s a place built on lofty philosophical ideals. But it’s also a place of ruin and despair. There was obviously a moment of downfall. Some people split into violent factions, and others just lost their minds. And this all went down on New Year’s Day, 1959. Bioshock is a wonderful example of how a game’s environment can be an effective method of storytelling.

1:07

And how embedding narrative elements into the very spaces and places that we visit throughout the game, can speak just as loudly as more traditional forms of storytelling. And that is exactly what this episode of Game Maker’s Toolkit is all about. In this video I’m going to focus on three ways that the environment can be used for storytelling - and talk about how level design can drive our understanding, feeling, and identity.

1:33

Starting, with understanding. So the signs, stiffs, and scribbles in Bioshock are examples of “environmental storytelling” - the use of set dressing to create small, optional, and self-contained vignettes. Like warnings written in blood, or the many, many skeletons in the Fallout games, who have been deliberately posed by the game’s designers to suggest humorous or melancholy ways that people have died. The term was first coined, as far as I can tell, by former Disneyland designer Don Carson, who wrote an influential article in 2000 about what game developers can learn from theme parks.

2:13

The term was then made even more popular in a GDC talk by Harvey Smith and Matthias Worch, where they described the technique as “staging player-space with environmental properties that can be interpreted as a meaningful whole, furthering the narrative of the game”. The cool thing about environmental storytelling is that it requires a certain level of deductive reasoning, as we connect up details to create an overall story.

2:39

We use investigative and archaeological skills to determine relationships, cause and effect, and history. This makes us an active participant in the storytelling process, and not just a passive viewer. Plus, if you just want to focus on the shooty stuff, you can do that without the story getting in your way. For the most part, environmental storytelling is about static objects - but it can also stretch to things like overheard conversations, animations happening in the level, and of course… text, in things like books, item descriptions, scans, notes, and emails.

3:14

And while it is generally used to describe what happened before you even got to a space, it can also be used as a way of highlighting how your actions have impacted the environment in the time since you visited. So if you kill a shop keeper in Deus Ex: Mankind Divided, later in the game the shop will be a police crime scene, and then permanently closed to the public. It’s also worth noting that environmental storytelling isn’t just for narrative, but can have gameplay uses too.

3:42

A saw blade stuck in a sliced-up zombie suggests using these saws with your Gravity Gun to defeat enemies. An enemy fried on a fence warns us about the dangers of touching it. Maps and signage can help us navigate complex spaces. And props can suggest puzzle hints in a non-intrusive way. But here’s the thing. “Environmental storytelling” - if we’re using the term specifically to mean those micro-narrative vignettes - is just one part of a larger structure of using the environment to suggest narrative.

4:21

It’s the high level stuff. Below that, then, is the individual places in a game. You know, a farmer’s market, a bar, a medical pavilion, and a theatre district. And beyond that, the individual rooms in those zones. That’s the medium level, which might be most accurately called, well, level design. And this can also be used for narrative because things like architecture, layout, materials, and scale can tell us a lot about the people who use those spaces.

4:52

For example, in Dishonored 2’s Dust District, the level designers at Arkane use verticality to show how the working class are literally underneath the people in power. And the sheer opulence of Talos I in Prey tells a very different story about its use, compared to the more utilitarian Sevastopol in Alien Isolation. And this also provides gameplay hints, too: like in Lord Bafford’s Mansion in Thief, where all the gold is naturally found in the lord's chambers - but there’s little of value in the servant’s quarters.

5:26

By making the place a believable location, the player can use real-world knowledge to help orient themselves in the space. Of course, one big challenge of making spaces where people can actually live or work, is crafting locations that can actually logically exist with all the bedrooms, bathrooms, kitchens, and so on to support hundreds of people. I asked the IO Interactive designers about this when I did my Hitman 2 video and they said they focus on levels that are “credible”, which means the level meets your basic expectations for how a space works - but it doesn’t have to make perfect sense.

6:00

To finish off our pyramid, we need the low level - which is the overall setting of the world. This is world building, and is where the developers and narrative designers set things like the factions, the major plot points for the world’s history, and the main players in the story. All three parts of this structure should work in concert, and - ideally - ideas should echo up and down the stack. Here’s an example of that working in practice.

6:26

In Deus Ex: Mankind Divided, the low level setting is a futuristic Prague where augmented humans face oppression from those without modifications. This is represented in the mid level by places like train stations with different cars for naturals and augs, and a slum-like city where augs are kept in dire conditions. And then the smaller narrative moments on the high level also talk about oppression and racism, though anti-aug graffiti, and emails about being kicked out of the capital.

6:57

Every level is talking about the same theme - from a grand, systemic level on the high level, to to more intimate and specific stories on the low level. Of course, easter eggs and moments of humour are fine too - but storytelling like this is at its best when all aspects are marching towards the same thematic goal. This can be quite challenging in practice because, on many large games, each level is looked after by a completely different person.

7:25

So it’s vitally important for teams to come together to make sure the vision is being shared across the game as a whole. So designers can use world building, level design, and environmental storytelling to convey literal and specific information about the world and its inhabitants. But, the design of a world can also be used in a more evocative and emotional sense. Game designers can use things like scale, shape, and colour to evoke certain feelings in the player.

7:55

Here’s Naughty Dog level designer Emilia Schatz talking about how she did this in Uncharted 4 EMILIA: “If i want to have the player feel triumphant at the end and scared towards the beginning, I might make the environment create a lot of pressure on the player. I might make the ceiling very low, might make the walls come in, so you feel tight and constrained. And eventually as we get to the end of the level, bring you out way into the open and give you this giant vista”.

8:25

The shape of the cave doesn’t give us any further understanding of the backstory in Uncharted. It’s just a cave, after all. Instead, it creates emotion - which helps the player better understand how the character is feeling. Here’s a good example of just that in the most recent God of War. The story beat is that Kratos starts to panic because Atreus has run off and may be in danger. Here’s how the designers manipulate the environment to ensure that you, as the player, also feel this sense of tension.

8:54

So, the space constricts to narrow pathways. There are dead ends, forcing you to turn around and backtrack. Your visibility is reduced thanks to a thick grey fog. And the final squeeze between rocks completely slows Kratos down. It’s only when you get through that the world opens up, the fog lifts, and colour returns, letting you know that Atreus is safe and that this mysterious person is probably not there to hurt you or your boy.

9:22

Or take the original Portal. The first half of the game takes place in a test lab, and the second half has you escaping from an evil AI and darting through a maintenance area. This dramatic shift in the game’s story is emphasised through all sorts of environmental choices. The lab is white, sterile, and lacking in detail. The maintenance area is bathed in warmer orange tones, and looks lived in and used. In a talk in 2017, former Crystal Dynamics art designer Brian Horton talks about this part in the Tomb Raider reboot.

9:57

At the start, Lara is low down, with the environment bearing down from above her. Everything is plunged in an ominous dark green colour. As you become level with the environment, the colours begin to lighten up. And then as you climb, you’re actually high above the level, and Lara is bathed in a warm, orange sunlight. Her journey of survival - from a point of despair to a point of hope - is emphasised through the level design.

10:24

As a practical method of achieving this, I want to point to a GDC talk by former BioWare level designer Dave Feltham who talks about two tools they used when making the levels for Mass Effect 3: Emotion Charts and Intensity Charts. So the level in question is set on the planet Tuchanka, and involves providing a cure for the Genophage - a biological weapon deployed against the Krogan. The level sees you landing at the hollows, driving towards the shroud tower, having your convoy get blown up, sneak through some catacombs, pop up in the city, take down your first reaper, and - well - I won’t spoil the mission anymore than that.

11:04

So the designers broke the level down into a bunch of sections. They then decided what theme needed to be represented in each part. And then decided what emotion the player should feel at that time. Finally, they used environment design to evoke those emotions. For example, in the pre-crash you should feel a sense of hope and confidence about defeating the reaper. So there’s a huge convoy of vehicles at your back to make you feel strong, and the Krogan are happily lazing about to suggest nonchalance.

11:34

After the crash, you should feel a sense of chaos. So there’s flames, explosions, and your convoy is destroyed. In the catacombs, you should feel a sense of mystery - which is driven by the statues and murals of ancient Krogan life, And then the triumphant reveal of the city is supposed to make you feel awe at what the Krogan empire grew to become before the Genophage. And make you feel guilty if you were planning to betray them.

12:00

The contrast from the dark catacombs to the open city emphasises the reveal. Finding the right environmental tricks to convey the necessary emotion can be tough, but here’s how a few other games have done it. Half Life 2 creates a feeling of oppression through claustrophobic corridors, tall buildings, cages, and security cameras. PT creates fear by asking you to repeatedly turn the same corner, but you’re never sure what will be on the other side.

12:29

It’s important to note that these environmental choices have to gel with the game’s mechanics, though. For example, in a horror game, darkness is obviously intended to evoke feelings of fear. But in a stealth game, darkness might actually provide feelings of power and safety. After picking the environmental details, BioWare uses intensity charts. Basically, the designers have a desired intensity level - hoping for low moments for story beats, and high moments for combat.

12:58

But this has to be checked against play-testers who describe how intense each area feels. If the chart is off, changes must be made. For example, the catacombs initially had enemies - but fighting monsters by torchlight was found to be extremely intense, and pulled away from the intended feeling, so the monsters were scrapped to bring the level in line. Also, a cutscene of friendly bombers was added on the road towards the reaper, just to give the player slightly more hope that they might win.

13:28

The ultimate goal for BioWare was to create a mission that matches a sort of typical three act structure. With rising action, a low moment of despair, and a final climb to victory. This three act structure is used wonderfully by 2D platformer Celeste, where the actual topology of your climb mirrors that graph. Level after level you climb higher up the mountain, hitting small set-backs and climb-downs but ultimately heading forever upwards.

13:57

That is until the stage Reflections which sends you plummeting back down to the base. The story’s lowest point is also the environment’s lowest point. If there’s one game that truly uses the environment to tell a story, though, it’s Journey. It uses moments when you’re climbing to evoke feelings of strength and progression, and moments where you’re plummeting down to create a sense of loss and hopelessness. And notice how the team at thatgamecompany uses colour to express different sensations - orange for the calm mystery of the desert, dark green for the spooky underground graveyard, white for the biting cold, and bright blue for the moment of rebirth.

14:39

This game doesn’t need any words to tell you what to feel, because the environment says it all. The final thing I want to touch on, is the way environments influence our identity. Video games typically put us into the shoes of a character, and ask us to perform as they would. As players, we’re constantly looking for clues as to what sort of person we are inhabiting, and what sort of actions will be expected, permitted, and punished.

15:07

Of course, the heavy lifting is done by the available mechanics, the way systems react to our choices, and our preconceived notions from the marketing and genre norms. But the environment can also play a large part in this. For example, in the original Bioshock I found it easy to murder people and steal from cash registers and safes. Whereas in Bioshock Infinite, i found these actions a lot less comfortable. A large part of this comes from the fact that Bioshock’s Rapture is in ruins, and the only people around are insane, bloodthirsty splicers.

15:43

Bashing their skulls in and looting everything I can fit in my pockets just makes sense. Infinite’s Columbia, on the other hand, is still a semi-functioning society when you get there, with working shops and innocent citizens. So violence and robbery just makes less sense in that environment. Back down on Earth, the Hitman developers use this technique to subtly explain how the world will react to your presence. It’s often pretty obvious which areas you can casually stroll into, because of our understanding of real-world social behaviours and rules.

16:18

This comes from a GDC talk by IO developer Mette Andersen who says “when we design these spaces, we’re designing rules of behaviour and we’re designing something that’s going to tap into your knowledge of ‘how should I be in this space?’”. Mette splits the world into public spaces, which are available from the get go and explorable in any costume. And private spaces, which require some ingenuity to enter, and a costume to stay hidden.

16:43

She then splits those further into sub categories, where social rules go from vague to strict. The best levels in Hitman, says Mette, incorporate a rich mix of these area types. So video game environments can be a staggeringly effective medium for storytelling. Whether they’re telling stories about events that happened before your arrival, giving clues about the people who live there, evoking emotions through architecture, or providing context for player identity, these spaces can speak volumes.

17:15

Let me know your favourite examples of storytelling through the environment, in the comments down below. Hi, thanks for watching. As you might have noticed, this is a re-uploaded version of a previous video. Unfortunately, that video was labelled as not age-appropriate, because of some of the examples I gave - and so the video had a big scary warning before you could watch. Ultimately, I want my channel to be accessible to as many people as possible, and so I’m going to work hard in future to make sure my stuff is suitable for a general audience.

17:53

I’m still going to talk about shooting people, because, hey, my channel’s about video games. But, still, I’ll take care not to slip into gratuitous depictions of violence and other icky stuff. If the original video made you feel uncomfortable, then I do apologise.