My Tasks and Role

I have been designated as the World Designer in the group project. As the World Designer I am in charge of discussing with E-jay, lead programmer, to see what sorts of hazards/level features we can include and how the room generation system will work so that I can design the most interesting and enjoyable levels possible.

Similarly, the narrative direction of Lament has been quite vague and as such I will also be in-charge of creating a compelling narrative for the main playable character and how players can become attatched to the game.

Some other things that I will be able to do, if there is time, is the sound design. I will take the lead in creating the speech and dialouge sounds. What does the player sound like, what do enemies or bosses sound like ,etc.


Level Design is normally quite an intersting role within games, however, with the game Lament, the levels are quite linear and dull to design, simply choosing where objects go and how they challenge the player. With the limited scope of the game it can get quite repetitive designing the various rooms, especially when so many of them are repeats. Lots of the work I am completing feels a bit stagnant and useless, like it could just be completed by Xane, who is creating the level sprites. As of Week 4 I am pausing work on the Level design to focus on Narrative and Dialouge as we recieved some feedback to say that it is something we should focus on a bit more due to Laments themes in the GDD.


World design is a fundamental aspect of game development, serving as the foundation for immersive and engaging experiences. A well-crafted game world provides not only a compelling backdrop for the narrative but also enhances gameplay by offering players a rich environment to explore and interact with.

For example, in Cyberpunk 2077, the developers designed Night City with distinct architectural styles and eras, creating a vibrant metropolis that reflects societal evolution and player choices. Similarly, No Man’s Sky uses procedural generation to create an expansive universe with 18 quintillion unique planets, each featuring its own terrain, weather, and ecosystems, which encourages endless exploration and discovery.

Effective world design also promotes environmental storytelling, where the setting itself conveys history and emotion, deepening the player’s connection to the game. Furthermore, well-designed worlds can foster strong player communities and extend a game’s longevity, as demonstrated by titles like Final Fantasy XIV, where the rich lore and expansive environments have cultivated dedicated fan engagement.

In essence, world design is not just about aesthetics; it’s about creating a cohesive and interactive space that enhances narrative depth, player agency, and overall immersion.


World designers play a crucial role in developing video games, creating environments and settings that immerse players and enhance gameplay. Their responsibilities include crafting landscapes, architecture, and the overall atmosphere, ensuring that every element aligns seamlessly with the game’s narrative and mechanics. Effective world design boosts player engagement and supports storytelling, often becoming a defining characteristic of a game.

Several renowned game designers have made significant contributions to world design in the gaming industry:

Shigeru Miyamoto: A legendary designer at Nintendo, Miyamoto is the creative force behind iconic franchises such as ‘The Legend of Zelda’ and ‘Super Mario Bros.’ His worlds are intricately designed to encourage exploration and discovery, emphasising intuitive layouts that guide players naturally through the game environment.

Hidetaka Miyazaki: As the president of FromSoftware, Miyazaki is renowned for ‘Dark Souls’ and ‘Elden Ring’, games celebrated for their complex, interconnected worlds. His design philosophy centres around environmental storytelling, allowing the world to express the narrative and inviting players to share the story through exploration.

Peter Molyneux: An English game designer known for ‘Fable’ and ‘Black & White’, Molyneux’s games often feature dynamic worlds that respond to player choices, ultimately affecting the environment and narrative outcomes. His work underscores the importance of player agency in shaping world design.

The contributions of these designers illustrate how thoughtful world design is essential for creating engaging and memorable gaming experiences.


While Lament may not compete with the expansive worlds of AAA titles like The Legend of Zelda or Elden Ring, impactful game design is not solely about scale. It’s about creating a meaningful experience that resonates with players.

Similarly, Clair Obscur: Expedition 33, developed by a small team, captivated players with its baroque aesthetics and emotionally charged story, selling over two million copies. These examples demonstrate that even smaller projects can make a lasting impact. By focusing on authenticity, engaging storytelling, and building a strong connection with the player community, I aim to create an experience that, while not vast in scale, is rich in meaning and resonance.


Below is a link to our revised plan and people targets.

https://docs.google.com/document/d/10OhZ6ZxhrKP43LMsP205QOBJBqzMp0Y7p6VPmCJEfso/edit?tab=t.0

Below is link to the Trello board where we can track each others progress with tasks.

https://trello.com/b/zCNzyvGq/lament-task-management


One response

  1. […] Completed in the ‘My Tasks and Role‘ […]

Leave a Reply to Learning Outcomes – Joshua Bates Cancel reply

Your email address will not be published. Required fields are marked *