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ENVIRONMENTAL STORYTELLING

To see how I implemented this knowledge in my projects you can check out my project Bloodsucker

Levels can tell stories without text or dialogue. Players understand places by looking at them. The environment should give answers to simple questions like what happened here, who was here and if it is a safe place or not. Small visual changes help a lot. Rust on metal can show abandonment. Broken objects can show damage or time passing. These details make the world feel believable.

Environment is a Character

Environment should feel alive. It should have a mood and a past. Players often try to understand spaces by reading them so a level should support this. When designing a space it helps to think about who used it, how it changed and what it means now.

Showing What Player Can Do

Environment can show possible actions. A wood near a gap hints a jump. An open window suggest an entry point. These types of signs help the player without instructions. Objects should have one clear meaning. A slide is for sliding, a round door knob means pull, a flat handle means push. A bush suggests hiding etc.

Showing the Goal

Important places should stand out. Main buildings can use a simple and unique shapes so player can recognize them easy. Clear shapes help the player understand direction.

Safe and Unsafe

Safe spaces feel open and comfortable. They have clear borders and enough space to move freely. Unsafe spaces feel tight, exposed or uncomfortable. They can feel too closed or too open. These spaces create tension and pressure. Changing between safe and unsafe spaces helps control player emotion.

Ceiling Height

Ceiling height changes how a space feels. High ceilings feel open and free and support exploration. Low ceilings feel tight and push the player to focus on details.

Small Details

Small details help tell stories. Personal items, small objects show that people lived or worked there. These details make spaces feel real. Small elements also help make places feel personal instead of generic.

Big Elements

Big elements define the space. Architecture, building size and shapes control movement. Doors, windows, stairs, furniture and large objects support function and navigation. Big elements should be clear and easy to read.

Atmosphere

Light and sound create mood. White light feels clean and welcoming. Low or ambient light can feel cold, rich or unwelcoming. Sounds, shadows and small effects help spaces feel alive and support atmosphere.

Resource Presentations were made by Aleksandra Sokolska at GIC and Maria Borys-Piatkowska at Futuregames

 

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