> For the complete documentation index, see [llms.txt](https://alessialonardi.gitbook.io/alessiakosmos/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://alessialonardi.gitbook.io/alessiakosmos/risorse/fonti/storie-tramite-gli-ambienti.md).

# Come i videogiochi raccontano storie tramite gli ambienti - Environment design e storytelling

| Titolo                | Come i videogiochi raccontano storie tramite gli ambienti \| Environment design e storytelling                                                  |
| --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------- |
| Anno di pubblicazione | 2024                                                                                                                                            |
| Argomento (Tag)       | #leveldesign #environment                                                                                                                       |
| Descrizione           | In questo video vediamo insieme un'introduzione all'environment design e come viene utilizzato per la narrativa e l'immersione nei videogiochi. |

## Fonti

* An Architectural Approach to Level Design, Christopher W. Totten
* Environment Design as Visual Storytelling: Theory and Practice, GDC, <https://youtu.be/t7VkrExQwSo?si=xIxI4cMj6MKgETDb>
* Environment Design as Spatial Cinematography: Theory and Practice, GDC, <https://youtu.be/L27Qb20AYmc?si=Tc7TRotMDF8YwlFQ>
* The Art of Dear Esther – Building an Environment to tell a Story, GDC <https://youtu.be/a2oREGSkFgM?si=6Sh9LlugNi_pRqBX>
* Creativity Behind GRIS | Nordic Game Conference 2019, <https://youtu.be/F_xQBhGZmzc?si=yN68fzIUfLtHmulF>
* Game design and Gestalt laws - <https://www.gamedeveloper.com/design/game-design-and-gestalt-laws>

## Approfondimenti

* How I Designed Cyberpunk 2077 Levels, Level Design Lobby, <https://youtu.be/T51D92Upfk4?si=c1S9_bGHg_BK-Jvt>
* How to Tell Stories and Guide Players Through Level Design, <https://youtu.be/9RbXTv7iNbw?si=kb93mNRiOJLgADgA>
* Level Design Workshop: Architecture in Level Design, <https://www.youtube.com/watch?v=XW7KvppTspc>
* Creating immersive 3d worlds using lessons learned from the theme park industry <https://www.gamedeveloper.com/design/environmental-storytelling-creating-immersive-3d-worlds-using-lessons-learned-from-the-theme-park-industry>

## Artwork case studies

* A Closer Look at The Last of Us Part I's Environments, <https://80.lv/articles/a-closer-look-at-the-last-of-us-part-i-s-environments/>
* ArtStation - Roger Lundeen Level Architecture// Back 4 Blood: The Devil's Return, <https://www.artstation.com/artwork/g2Z4ae>
* ArtStation - Helder Pinto Overwatch 2, Monte Carlo, <https://www.artstation.com/artwork/8eXqkQ>
* Artstation - Witold Justyniak Rancho Coronado, Cyberpunk 2077, <https://www.artstation.com/artwork/EL4gkK>
* Artstation - Miro Vesterinen CONTROL Archives, <https://www.artstation.com/artwork/rRY5e5>
* Artstation - Ajita Roy Control, NSC Coolant Pumps (Maintenance Sector), <https://www.artstation.com/artwork/QzZZox>
* ArtStation - Miro Vesterinen CONTROL P6 Cell, <https://www.artstation.com/artwork/PmZkY1>
* ArtStation - Neil McKnight Pragia Mass Effect 2, <https://www.artstation.com/artwork/egloX>
* Artstation - Neil McKnight Shadow Broker DLC, Mass Effect 2, <https://www.artstation.com/artwork/1LxD3>
* ArtStation - Benjamin Venancie Ghost Recon Breakpoint Raid1 Lighting, <https://www.artstation.com/artwork/4bQx8Y>
* Artstation - Sören Meding Ghost Recon | Breakpoint | Fortress, <https://www.artstation.com/artwork/nQn6w4>


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