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Hello everyone! New video - finally! Been a crazy month but glad to get this one out. That's three 20-ish minute videos in 2020, so gonna try something a bit shorter next time I think! 

Cheers, 

Mark

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How Level Design Can Tell a Story | Game Maker's Toolkit

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. Support Game Maker's Toolkit on Patreon - https://www.patreon.com/GameMakersToolkit 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 (Patrons Only) https://www.patreon.com/posts/hitman-2s-jakob-24785812 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 Thanks to GMTK Patron Satellite for help with audio on this episode 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) Red Dead Redemption 2 (Rockstar Studios, 2018) 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) Music used in this episode BioShock soundtrack - Garry Schyman Dirt Rally 2.0 soundtrack - Stuart Ross

Comments

Matthew S Sechrist

Seeing this video made me think about being in these spaces and what it was like to play through them. Which, in turn, made me think about *how* I was experiencing/interacting with these spaces. Did I seamlessly interact with the space and the items in it? Or did I have to think about what I was doing physically in the real world (which buttons were I pressing)? Did the immersive space introduce a sudden change in gameplay style and how did the game handle using the space to teach this new style (think suddenly jumping in a Gear the first time in Xenogears or piloting the original Metal Gear Rex in MGS4). Can I suggest a video on how control schemes integrate a player into an experience, how developers take "standard" conventions and use or subvert them for the sake of the game or story, and possible how they handle shifts in gameplay, some more successfully than others. Great video that prompted lots of reflection, thanks!