How Level Design Can Tell a Story
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Game Maker's Toolkit is a deep dive into game design, level design, and game production, hosted by Mark Brown. Want to contact Mark? Visit the GMTK website below to find the contact form.
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🔴 Get bonus content by supporting Game Maker’s Toolkit - https://gamemakerstoolkit.com/support/ 🔴 Can a video game level tell a story? In this video I look at a bunch of examples and best practices for embedding narrative elements into the very spaces and places we visit in games. We’ll tackle environmental storytelling, evocative architecture, and contextualising player identity. Sources Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry | Gamasutra https://www.gamasutra.com/view/feature/131594/environmental_storytelling_.php?page=1 What Happened Here? Environmental Storytelling | GDC Vault (Free Access) https://www.gdcvault.com/play/1012647/What-Happened-Here-Environmental Hitman 2's Jakob Mikkelsen and Eskil Mohl | GMTK on YouTube https://www.youtube.com/watch?v=pBApJdzKnPA Ask a Developer: Emilia Schatz Talks Level Design | YouTube https://www.youtube.com/watch?v=CRDaXvkge8Y The Art of Environment Storytelling for Video Games | YouTube https://www.youtube.com/watch?v=FeUL-5wfj0U Emotional Journey: BioWare's Methods to Bring Narrative into Levels | GDC Vault (Free Access) https://www.gdcvault.com/play/1017761/Emotional-Journey-BioWare-s-Methods Level Design Workshop: 'Hitman' Levels as Social Spaces: The Social Anthropology of Level Design | GDC Vault (Paid Access) https://www.gdcvault.com/play/1025879/Level-Design-Workshop-Hitman-Levels Find out more Designing Journey | GDC Vault (Free Access) https://www.gdcvault.com/play/1017700/Designing Environmental Narrative: Telling Stories in Spaces Without Saying Anything Aloud | GDC Vault (Paid Access) https://www.gdcvault.com/play/1025876/Environmental-Narrative-Telling-Stories-in Environmental Storytelling in Prey | YouTube https://www.youtube.com/watch?v=0WWXvY6fMv8 Level Design Workshop: An Approach to Holistic Level Design | GDC Vault (Free Access) https://www.gdcvault.com/play/1024301/Level-Design-Workshop-An-Approach AAA Level Design in a Day Bootcamp: Techniques for In-Level Storytelling | GDC Vault (Free Access) https://www.gdcvault.com/play/1017639/AAA-Level-Design-in-a Games shown in this episode (in order of appearance) BioShock (Irrational Games, 2007) Prey (Arkane Studios, 2017) Journey (thatgamecompany, 2012) Uncharted 4: A Thief's End (Naughty Dog, 2016) Dead Space (Visceral Games, 2008) Fallout 4 (Bethesda Game Studios, 2015) Fallout 3 (Bethesda Game Studios, 2008) Dishonored 2 (Arkane Studios, 2016) The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) Dark Souls III (From Software, 2016) Metroid Prime (Retro Studios, 2002) Gone Home (Fulbright, 2013) Deus Ex: Human Revolution (Eidos Montreal, 2011) Portal (Valve Corporation, 2007) Deus Ex: Mankind Divided (Eidos Montreal, 2016) Half-Life 2 (Valve Corporation, 2004) Portal 2 (Valve Corporation, 2011) Alien: Isolation (The Creative Assembly, 2014) Thief: The Dark Project (Looking Glass Studios, 1998) Hitman 2 (IO Interactive, 2018) Life is Strange (Dontnod Entertainment, 2015) God of War (Santa Monica Studio, 2018) Tomb Raider (Crystal Dynamics, 2013) Mass Effect 3 (BioWare, 2012) P.T. (Kojima Productions, 2014) Amnesia: The Dark Descent (Frictional Games, 2010) Aragami (Lince Works, 2016) Metro Exodus (4A Games, 2019) Celeste (Matt Makes Games, 2018) DOOM (id Software, 2016) Yakuza 0 (Sega, 2017) Death Stranding (Kojima Productions, 2019) Metal Gear Solid V: Ground Zeroes (Kojima Productions, 2014) The Witcher 3: Wild Hunt (CD Projekt, 2015) Control (Remedy Entertainment, 2019) BioShock Infinite (Irrational Games, 2013) Hollow Knight (Team Cherry, 2017) Music used in this episode BioShock soundtrack - Garry Schyman Dirt Rally 2.0 soundtrack - Stuart Ross Thanks to GMTK Patron Satellite for help with audio on this episode Contribute translated subtitles - https://amara.org/en-gb/videos/Lv64YfjMFhOC/
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