![Page 1: Building and supporting Narrative Through Level Design Level Designer, Storyteller Joel Burgess, Senior Designer, Bethesda Game Studios](https://reader035.vdocuments.site/reader035/viewer/2022062323/5697bfc51a28abf838ca6b5a/html5/thumbnails/1.jpg)
![Page 2: Building and supporting Narrative Through Level Design Level Designer, Storyteller Joel Burgess, Senior Designer, Bethesda Game Studios](https://reader035.vdocuments.site/reader035/viewer/2022062323/5697bfc51a28abf838ca6b5a/html5/thumbnails/2.jpg)
Building and supporting Narrative Through Level Design
Level Designer, Storyteller
Joel Burgess, Senior Designer, Bethesda Game Studios
![Page 3: Building and supporting Narrative Through Level Design Level Designer, Storyteller Joel Burgess, Senior Designer, Bethesda Game Studios](https://reader035.vdocuments.site/reader035/viewer/2022062323/5697bfc51a28abf838ca6b5a/html5/thumbnails/3.jpg)
What’s This, Then?
Not Platform/Unreal Specific Just My Thoughts There Will Be… Jargon.
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A Brief Overview
LD/Player Relationship
LD role in storytelling Cross-medium Techniques Unique tools & methods Doing a lot with little Accepting Chaos
![Page 5: Building and supporting Narrative Through Level Design Level Designer, Storyteller Joel Burgess, Senior Designer, Bethesda Game Studios](https://reader035.vdocuments.site/reader035/viewer/2022062323/5697bfc51a28abf838ca6b5a/html5/thumbnails/5.jpg)
The Storyteller’s Tools
Language Dialogue, Text, etc.
Visual Information Layout, Clutter, Effects, et
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Quick Writing Exercise
Player is a space Marine. Lands at forward base.
Commander, Colonel (radio), Sarge Convey Objective & Reward
Account for Budget Sarge is Cut 12 Lines, 85 Char/Line
Re-Write! Active Storytelling Lands Behind Enemy Lines One Character Delivers Lines
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What Did We Learn?
Game Development is Chaotic
Things outside your control change
Drafts Are a Good Thing They expose what’s important Function before Form
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Using Language
Why use language? Familiar Direct Unambiguous
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Using Language
Traps of Language? Tired Techniques Localization Concerns Verbosity
“Vigorous writing is concise.” William Strunk Jr.
“Try to leave out the part that readers tend to skip.“ Elmore Leonard
“Brevity is the soul of wit” Shakespeare
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Using Language
Best Practice: Brevity & Content Quality Gameplay Info Before Style In their own Words Optional Static Text Dialogue During Action
Left 4 Dead
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Visual Storytelling
Older than Language, after all…
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Visual Information
Huge Array of Visual Tools: Layout Lighting AI Behavior Small Clutter
Particle FX State Changes Full Screen FX Etc, etc…
Covering any of them in detail is beyond the scope of this conversation
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Gestalt & the Player
Hard-Wired to Draw Conclusions We crave order in what we see Familiar Shapes most Recognizable
Lots of Gamer Demographics But we’re all Humans. Look for opportunities to use Gestalt
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Gestalt & Level Design
Environments Tell Story Inherently They Just Cannot Help Doing So! So You Might As Well Use That
Collaborate with Art Often
Enable Team To Contribute Your game will be richer All that’s required is Oversight
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Snapshot Story
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Exercise: Snapshot Story
View Unreal Room & Objects On Paper, arrange objects in Room
Goal is to provide an interesting snapshot story using these elements
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Putting It Together Fallout 3 Radio Tower Example
Language (CB Radio Dialogue) Gameplay Information (Static Ratio) Snapshot Story (Small Clutter) Gestalt (Player Story)
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Accepting Chaos
Interactivity & The Medium To exploit it, we must accept Chaos
Set Up Dominoes Let the Player scatter them
Letting the Player Own Story Don’t De-mystify We are not those other guys The Player is our Partner
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Thanks For Listening
Some further reading suggestions:
“On Writing” Stephen King “Designing Disney” John Hench “Understanding Comics” Scott McCloud “Kluge” Gary Marcus