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Conger He
Level Design
Best Practices : Using Semiotics in Environmental Storytelling
This thesis focuses on the best practices of using semiotics , including symbols , icons , and indexes , to encourage players to explore the level and derive narrative conclusions from the environmental layout and context .
I selected this project because I am passionate about in-game storytelling , environmental design , and graphic arts . I am intrigued by the idea of merging narrative elements with environmental decorations , and I aim to explore the best ways of telling stories through objects , scenes , and semiotics .
I spent approximately five months developing a Fallout 4 single-player level called “ Shelter Ark .” In this level , the player enters the “ Ark ” shelter to retrieve a unique power core , discovering symbols and icons that reveal the shelters ’ history .
Through development , playtesting , and data analysis , I learned how to effectively design and guide players in understanding the meaning of each semiotic element . Additionally , I explored how to integrate these elements with other aspects of environmental storytelling .
This study aims to conclude a set of best practices for effectively using semiotic elements to convey a video game ’ s narrative . These best practices will help designers use semiotic elements efficaciously in environmental storytelling and relay narrative beats to enhance players ’ experience .
32 LEVEL DESIGN