How Level Design Can Tell a Story
Level design can explain a world, shape emotion, and tell the player who they are before a line of dialogue is spoken.
A city can explain itself
Imagine a version of BioShock without cutscenes, without Andrew Ryan's bathysphere presentation, without Atlas talking over the radio, and without the audio diaries. Would players still understand what Rapture is about? They probably would, because the city speaks through its surroundings.
The setting is a massive city at the bottom of the ocean, clearly built for people who saw themselves as high society. There are fancy bars, apartment complexes, theatre districts, grand signs, and spaces arranged around lofty philosophical ideals. But the place is also ruined. Violence has split the population into factions. Other people have lost their minds. The decorations, corpses, graffiti, and damaged rooms point to a moment of collapse, and the New Year's Day party debris fixes that collapse in time.
BioShock is a strong example of how a game's environment can become a storytelling tool. Narrative does not only live in dialogue, cutscenes, quest text, or collectible logs. It can be embedded in the spaces the player walks through. The level can help the player understand what happened, feel what the character should feel, and infer what kind of person they are expected to become inside the game.
There are three useful ways to think about this. First, environments can create understanding by giving the player evidence. Second, environments can create feeling by using scale, shape, color, route design, and pacing. Third, environments can shape identity by telling the player what behavior belongs in a space. In good level design, those three jobs often overlap.
Understanding starts with what the room already says
The most familiar version of this idea is environmental storytelling: the use of set dressing to create small, optional, self-contained narrative moments. A warning written in blood, a barricaded door, a half-eaten meal, a trail of luggage, or a skeleton posed beside a failed escape route can suggest a tiny story without stopping the game.
The Fallout games use this constantly. Many skeletons are arranged to imply funny, sad, or grim little deaths. The player connects the pieces: where the bodies are, what props surround them, what they were trying to reach, and what probably happened before the player arrived. The room becomes a miniature archaeological site.
The idea has roots outside games. Theme park designer Don Carson wrote about how physical spaces can suggest story before a guest reaches a ride, and game developers later applied that thinking to player-controlled environments. Harvey Smith and Matthias Worch described the technique as staging a player space with meaningful properties the player can interpret as a whole. The important word is "interpret". The designer does not hand the player a summary. The designer arranges evidence.
That deductive quality is what makes environmental storytelling powerful. The player is not simply receiving a narrated answer. They are connecting cause and effect, reading relationships, and building a story from evidence. It turns the player into an active participant in the telling. And because the information is often optional, players who only want to focus on combat, traversal, or puzzle solving can keep moving without the narrative blocking their way.
Environmental storytelling is often built from static objects, but it is not limited to them. Overheard conversations, animations in the distance, item descriptions, scans, books, notes, and emails can all contribute. The technique usually explains what happened before the player reached the space, but it can also show how the player's own actions changed the world. In Deus Ex: Mankind Divided, killing a shopkeeper can later turn the shop into a police crime scene, and eventually into a closed business. The environment remembers.
The trick works because players naturally ask questions when a scene looks deliberate. Why is this blood message here? Why are these chairs facing that wall? Why is the safe open? Why did someone barricade this door from the inside? Each question pulls the player deeper into the space. The answer may be tragic, funny, practical, or purely mechanical, but the player still feels as if they found it rather than received it.
These details can also teach play. A saw blade stuck in a sliced-up zombie suggests that the saw can become a weapon. An enemy fried against a fence warns the player about electricity. Maps and signage help players navigate. Props can nudge a puzzle solution without an explicit hint box. The same visual evidence that tells story can also teach rules. That is why environmental information is so valuable: it can carry narrative, tutorial, navigation, and affordance at the same time.
Environmental storytelling is only one layer
The phrase "environmental storytelling" is sometimes used so broadly that it covers every narrative use of space. It is more useful to separate the layers. At the smallest layer are those micro-vignettes: the warnings, bodies, notes, props, and scene dressing that suggest a specific event. Above that is the medium layer of actual level design: the architecture, layout, materials, room function, verticality, scale, and navigation logic of individual places. Beneath both is the largest layer: world building, where the setting's factions, history, technology, economy, and conflicts are established.
Those labels are not about importance. A blood-written warning can be unforgettable, and a world-building document can be invisible if it never reaches the player's senses. The layers are useful because they remind designers to ask different questions. What happened in this specific room? What does this building or district say about how people live here? What larger history makes these spaces necessary? A good level often answers all three without making the player separate them consciously.
All three layers can tell story. A farmer's market, a bar, a medical pavilion, and a theatre district already say different things about who built a place and what it was for. The same is true of individual rooms inside those zones. A bedroom, a kitchen, a servant's corridor, an executive office, and a maintenance tunnel all imply different people, permissions, and social rules.
Architecture can make those ideas visible. In Dishonored 2's Dust District, verticality shows class politics directly: working people are physically below those with power. In Prey, the opulent design of Talos I tells a different story from the harder, more utilitarian spaces of Sevastopol in Alien: Isolation. In Thief's Lord Bafford's Manor, the layout also helps the player make practical decisions. The lord's chambers are where gold is likely to be. The servant quarters are less valuable. Because the mansion feels like a believable place, the player can use real-world knowledge to navigate it.
That does not mean every location must be perfectly realistic. A game space has to support play, pacing, performance, and readability. The more practical target is credibility: the level should meet the player's basic expectations for how a place works, even if it compresses or rearranges reality. A hotel probably needs guest rooms, staff areas, kitchens, service corridors, and public spaces. The designer can simplify the building, but the player's intuition should still work.
Credibility is especially useful because it lets the player bring outside knowledge into the game. If a space looks like a theatre, the player expects a stage, backstage access, seating, lighting rigs, storage, and staff-only routes. If a space looks like a hospital, the player expects wards, treatment rooms, reception desks, supply closets, and restricted areas. Those expectations become navigation tools. They also make the fiction feel stronger because the place seems to have a life beyond the player's current objective.
World building sits underneath that. It defines the big forces: factions, major history, political structures, cultural assumptions, and important conflicts. The strongest environments make the large setting, the level structure, and the small details echo one another. In Deus Ex: Mankind Divided, the broad setting is a future Prague where augmented humans are oppressed by people without modifications. That idea appears in medium-level spaces like segregated train stations and grim housing for augmented people. It also appears in smaller details such as anti-aug graffiti and emails about being forced out of the capital. Each layer points toward the same theme.
That stack can be read in either direction. The world tells the level what kinds of places should exist. The level tells the room what social and practical job it has. The room tells the prop what evidence it should carry. A single scrawled warning is more effective when it belongs to a room that belongs to a district that belongs to a world with a consistent conflict. Without that connection, small details become decoration. With it, they become part of the argument.
Humor and Easter eggs can still belong in a level, but environmental storytelling is strongest when the space is marching toward the same thematic goal. This is difficult on large teams, where different levels may be owned by different designers. The solution is not to make every area identical. It is to share the vision clearly enough that each level speaks in its own voice while still contributing to the same larger argument.
Emotion can be built into space
Environments do not only communicate facts. They can also create emotion. Scale, shape, color, contrast, visibility, route shape, and movement speed can all affect how the player feels. A narrow corridor can create pressure. A low ceiling can make a character feel trapped. A sudden vista can feel triumphant before anyone says a word.
Naughty Dog level designer Emilia Schatz has described this in terms of emotional progression. If a level should begin with fear and end with triumph, the early spaces might press in on the player with tight walls and low ceilings. Later, the level can open into a broad view. The cave is still just a cave in story terms, but its shape helps the player feel what the character is feeling.
God of War uses a similar idea when Kratos panics after Atreus runs off. The level constricts into narrow paths, dead ends force backtracking, fog reduces visibility, and a squeeze between rocks slows the player down. When the scene resolves, the world opens back up, the fog lifts, and color returns. The environment carries the emotional beat from tension to relief.
Portal uses environmental contrast to mark a story shift. The first half takes place in clean, white, sterile test chambers. The second half sends the player behind the walls into warmer, messier maintenance spaces. That change does not only tell the player they have moved to a different area. It reinforces the idea that the official surface of the facility has cracked open.
The Tomb Raider reboot uses height, color, and composition to underline Lara's survival arc. Early spaces bear down on her from above, with ominous green darkness. As she gains ground, the environment lightens. As she climbs higher, she reaches warmer orange sunlight. Her movement through space mirrors the movement from despair toward hope.
The same principle can be blunt and still effective. Half-Life 2 creates oppression with claustrophobic corridors, tall buildings, cages, and security cameras. P.T. creates fear by asking the player to turn the same corner again and again, never quite sure what will be on the other side. Neither example depends on a complicated explanation. The level shape and repeated action train the player's nerves.
These emotional choices need to fit the mechanics. Darkness can be frightening when the player is vulnerable, but it can feel safe in a stealth game where shadows protect you. A maze can create dread if the player is being hunted, but frustration if the game is about fast, confident movement. A huge empty space can feel lonely, liberating, threatening, or boring depending on what the player can do there. The environment's emotional meaning comes from its relationship with the rules.
Chart the feeling before filling the room
A practical way to design this is to map the intended emotional arc before finalizing the space. On Mass Effect 3, BioWare used emotion charts and intensity charts for the Tuchanka mission. The mission begins with a landing, moves toward the shroud tower, destroys the convoy, sends the player through catacombs, reveals the city, and builds toward a major confrontation. Each section needed a theme and an emotional target.
Before the crash, the player should feel hope and confidence, so the environment supports that with a strong convoy and Krogan who seem relaxed. After the crash, the player should feel chaos, so flames, explosions, and wrecked vehicles dominate the scene. In the catacombs, the target emotion is mystery, carried by statues and murals from ancient Krogan life. The reveal of the city should create awe at what the Krogan empire once became, and guilt if the player is considering betrayal. The contrast between dark catacombs and open city makes that reveal stronger.
The hard part is that the same environmental detail can create different emotions depending on the game. Darkness may create fear in a horror game, but in a stealth game darkness can create power and safety. A narrow hallway may feel tense in one genre and simply annoying in another. Environment design has to work with the mechanics, not against them.
That is where intensity charts help. Designers can decide where a mission should feel quiet, where it should spike, and where the player needs room to breathe. Then playtesters can report how intense each section actually feels. If the intended chart and the player experience do not match, the level needs changes. In the Tuchanka mission, enemies in the catacombs made torchlit exploration too intense and distracted from the intended feeling of mystery, so they were removed. A friendly bomber moment was added on the road toward the Reaper to give the player a little more hope.
The larger goal was to make the mission follow a familiar dramatic shape: rising action, a low point, and a final climb toward victory. Games can make that structure physical. Celeste does it beautifully. Most of the game pushes the player upward, with setbacks and descents along the way, until the stage Reflections sends the player plunging back down. The story's lowest point is also the environment's lowest point.
Journey may be one of the clearest examples. Climbing creates strength and progress. Falling creates loss and helplessness. Color carries emotional meaning: orange for the calm mystery of the desert, dark green for the underground graveyard, white for biting cold, and bright blue for rebirth. The game does not need words to tell the player what to feel. The environment does the work.
This is why emotional planning matters early. If the intended feeling is awe, the level may need contrast before the reveal. If the intended feeling is panic, the player may need reduced visibility, tighter routes, or interrupted movement. If the intended feeling is relief, the space may need to open, brighten, or simplify. These are not after-the-fact art passes. They are level design decisions that determine how the story lands.
They also protect the scene from accidental contradiction. A mission that should feel mysterious can be broken by combat that is too frantic. A section that should feel hopeful can be weakened if the route is cramped and punishing. A supposedly triumphant reveal can fall flat if the player enters it exhausted, confused, or focused on a mechanical problem the level failed to solve. Emotion charts and intensity charts are useful because they force the team to compare intention against actual play instead of assuming the art direction did the job.
Environment changes who the player thinks they are
The final job of level design is identity. Games put the player into a role and ask them to perform as that person. Players look for clues about what kind of person they are, what actions are expected, what actions are permitted, and what actions will be punished. Mechanics do much of that work. So do genre expectations and the way systems respond to choices. But environment matters too.
The contrast between BioShock and BioShock Infinite shows the effect. In Rapture, it can feel natural to kill splicers and loot cash registers or safes. The city is ruined, the people around you are violent, and the social order has collapsed. Those actions fit the place. Columbia, by contrast, is still a semi-functioning society when the player arrives. It has working shops and ordinary citizens. The same violent or selfish actions feel less comfortable because the environment gives them different meaning.
Hitman uses this idea constantly. The levels rely on the player's understanding of real-world social behavior. Some spaces feel public from the moment you see them: plazas, lobbies, exhibit halls, gardens, or party areas. Others clearly feel private: kitchens, back offices, security rooms, staff corridors, bedrooms, and restricted floors. The environment tells the player how to behave before a guard reacts.
IO Interactive designer Mette Andersen has described this as designing rules of behavior. The level taps into the player's knowledge of how to act in a space. Public areas are available from the start and can usually be explored in any outfit. Private spaces require ingenuity to enter and often a costume to remain believable. Those areas can then be divided further, from loosely controlled zones to places with strict social rules. The best Hitman levels mix these area types so the player is constantly reading permission, risk, and opportunity from the environment itself.
The result is a kind of social stealth grammar. A waiter carrying plates belongs in one route but not another. A guard can stand near a checkpoint without attracting attention. A guest can wander through a party but not behind the bar. The player understands these rules because the architecture and dressing make them legible. A sign, a counter, a uniform, a velvet rope, or a service hallway can all define who belongs where.
This is storytelling, but it is also play. The player is not just learning a backstory or absorbing a mood. They are learning who they are allowed to be in this place. A level can make the player feel like an intruder, a predator, a guest, a worker, a thief, a survivor, or a hero by arranging social spaces and consequences around them.
Spaces can speak volumes
Level design can tell stories about events that happened before the player arrived. It can explain the people who live or work in a place. It can evoke emotion through architecture, route shape, lighting, color, height, and contrast. It can give context to player identity by making some actions feel natural and others feel wrong.
None of this requires the environment to replace every other storytelling tool. Dialogue, cutscenes, written notes, character performances, and music can all matter. The point is that space has its own strengths. It can be explored at the player's pace. It can sit in the background while the player acts. It can reward attention without punishing players who move quickly. Most importantly, it can let the player discover meaning through movement, observation, and choice.
The important lesson is not that every room needs more lore props. Small vignettes are only one layer. The bigger craft is making world building, level design, environmental detail, emotional pacing, and player behavior point in the same direction. When those layers agree, the level does not need to pause the game to explain itself. The player can walk into a space, read it, feel it, and understand what kind of story they are inside.