Basic 3D Texturing, Colour and Lighting (UV Maps, Materials and Three-Point Lighting)

Texturing is the process of adding surface detail, colour and material qualities to a 3D model, so a grey mesh looks like wood, metal, cloth or stone. Colour and surface qualities are stored in a material, often using image files called textures that are wrapped onto the model with a UV map. Lighting is the placement of virtual lights in a 3D scene to make objects visible, show their form and create mood. The classic starting setup is three-point lighting: a key light, a fill light and a back light.

This lesson continues from 3D Modelling for Beginners: Create Game Props and Assets With the Extrude Tool. For colour choices, revisit Colour Theory for Game Design and Animation.

Part 1: Applying texture and colour

Materials

A material describes how a surface reacts to light. Modern game engines use physically based rendering (PBR) materials with a few key settings:

Property / mapWhat it controlsExample
Base colour (albedo)The surface’s own colour, without lighting or shadows.Red paint, brown wood grain.
RoughnessHow rough or glossy the surface is.Rough = chalky stone; smooth = polished metal or wet paint.
MetallicWhether the surface behaves like metal.Gold coins (metallic) vs a wooden crate (not).
Normal mapFake small bumps and dents without extra polygons.Wood grain, rivets, brick edges.
EmissionMakes the surface glow.Lanterns, screens, magic crystals.

UV unwrapping

A UV map is a flattened version of a 3D model’s surface, like unfolding a cardboard box. U and V are the horizontal and vertical axes of the flat image (X, Y and Z are already used for 3D space). In Blender, you mark seams where the model should be “cut”, then choose UV › Unwrap. The flat UV layout can then be painted in any 2D art program or with Blender’s texture paint mode.

A checkered cube shown in stages from 3D to an unfolded flat cross shape
Figure 1 – UV unwrapping a cube: the 3D surface is cut along seams and laid flat, so a 2D texture (here a checker pattern) can be wrapped back onto the model. Image: Zephyris at English Wikipedia, CC BY-SA 3.0, via Wikimedia Commons.

Simple ways to colour game props

  • Flat colour materials: give each part its own coloured material. Quick and perfect for a clean low-poly style.
  • Palette texture: one small image with colour swatches; each face’s UVs are placed on a swatch. Many low-poly games use this, because one texture serves hundreds of props.
  • Hand-painted textures: paint light, shadow and detail directly into the base colour for a stylised look.
  • Photo-based or PBR textures: use openly licensed texture libraries (for example CC0 sites) for realistic surfaces.
Four views of a small 3D house: wireframe, grey model, texture sheet and fully painted version
Figure 2 – Stages of a game prop: wireframe mesh, plain grey model, flattened texture and the final hand-painted textured house. Image: Drummyfish, CC0, via Wikimedia Commons.

Part 2: Basic lighting for a 3D scene

Types of lights

  • Point light: shines in all directions from one point, like a light bulb or candle.
  • Sun (directional) light: parallel rays from far away; lights a whole outdoor scene evenly.
  • Spot light: a cone of light, like a torch or stage spotlight.
  • Area light: light from a surface such as a window or softbox; gives soft shadows.
  • Ambient / environment light: general light from the sky or surroundings that stops shadows from being completely black.

Three-point lighting

  1. Key light: the main, brightest light, usually placed about 45° to one side of the camera and slightly above the subject. It defines the form and main shadows.
  2. Fill light: a softer, dimmer light on the opposite side that lightens the shadows the key creates.
  3. Back light (rim light): placed behind the subject, it outlines the edges and separates the subject from the background.
Photographic portrait of a young man lit from the side with soft shadows and a bright edge on his hair
Figure 3 – A portrait lit with simple three-point lighting. The key light models the face, the fill softens the shadows and the back light separates the head from the background. The same setup works for 3D characters and props. Image: Robert Judge, CC BY 2.0, via Wikimedia Commons.

This official Blender Fundamentals video shows three-point lighting set up step by step in Blender:

Lighting in games

Game lighting must run in real time. Engines combine real-time lights (which can move and change) with baked lighting, where light and shadow are pre-calculated and stored in textures called lightmaps to save processing power. Light colour temperature also tells a story: warm orange light for evening or firelight, cool blue for moonlight or tension.

Example

A student textures the treasure chest from the previous lesson. She marks seams around the lid and base, unwraps the model and paints a simple texture: brown wood planks with darker lines between them and golden metal bands. In the material, she sets the bands to metallic with low roughness so they shine, and the wood to high roughness. For the scene, she adds a warm key light from the front-left, a dim cool fill from the right and a strong back light behind the chest so its outline glows, then renders a portfolio image.

Exercise

  1. Give a model three flat-colour materials with different roughness and metallic settings. Describe how each looks under the same light.
  2. Mark seams, unwrap a simple prop and apply a checker texture to check for stretching; then paint or apply a real texture.
  3. Set up three-point lighting around your prop. Render three images: key only, key + fill, and key + fill + back. Compare them.
  4. Relight the same scene for two moods – a sunny afternoon and a spooky night – by changing light colours, strengths and positions.

Next: Persistence of Vision, Simple 2D Movement and the Bouncing Ball Timing Exercise

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 6 (“apply texture and colour to 3D Object”); Specific Objective 7 (“use basic Lighting for 3D scene”).

Attributions to media used in this post:

Cube Representative UV Unwrapping.png – Zephyris at English Wikipedia – CC BY-SA 3.0 (via Wikimedia Commons)

Hand-painted house 3D model stages.png – Drummyfish – CC0 (via Wikimedia Commons)

Portrait with simple three-point lighting, by Robert Judge.jpg – Robert Judge – CC BY 2.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

3D Modelling for Beginners: Create Game Props and Assets With the Extrude Tool

3D modelling is the process of building three-dimensional objects on a computer. A 3D model is a mesh made of vertices (points), edges (lines joining two vertices) and faces or polygons (flat surfaces enclosed by edges). In games, props are the objects that fill a scene – crates, barrels, lamps, trees, furniture – and assets are all the files a game uses, including models, textures, sounds and animations. The extrude tool is one of the most important modelling tools: it pulls out new geometry from existing faces or edges.

In Unit 1 we listed animation software in The 12 Principles of Animation, Tools and Sound Editing. Now we start using 3D software ourselves. The steps below use Blender, which is free and open-source, but the same ideas work in Maya, 3ds Max and other programs.

Screenshot of Blender with 3D models of a monkey head in the viewport and panels of tools
Figure 1 – The Blender 4.3 interface: the 3D viewport in the centre, the outliner (scene list) and properties panels on the right, and the timeline at the bottom. Image: UnnecessaryDecision, CC0, via Wikimedia Commons.

Key ideas before you start

  • Primitives: ready-made starting shapes such as the cube, cylinder, sphere, cone and plane. Most props begin as a primitive.
  • Object Mode and Edit Mode: in Object Mode you move whole objects; in Edit Mode you change vertices, edges and faces.
  • Transform tools: Move (G), Rotate (R) and Scale (S) in Blender.
  • Polygon count (poly count): the number of faces. Games must run in real time, so props have a polygon budget. Low-poly models use few faces and are efficient; high-poly models are detailed but heavy.
  • Scale and pivot: model at real-world size (1 unit = 1 metre) and place the object’s origin sensibly (for example at the bottom of a barrel) so it sits correctly in the game engine.

The extrude tool and friends

Tool (Blender shortcut)What it doesProp example
Extrude (E)Pulls selected faces, edges or vertices outward, creating new geometry connected to the original.Pulling the legs down from a table top; the spout of a watering can.
Inset (I)Creates a smaller face inside a selected face.A panel on a crate or the rim of a cup (inset, then extrude inward).
Loop cut (Ctrl+R)Adds a ring of edges around the mesh.Adding bands around a barrel.
Bevel (Ctrl+B)Rounds or chamfers sharp edges.Softening the edges of a wooden box so it catches light.
Scale (S) after extrudeMakes extruded parts wider or narrower.Tapering a lamp shade or a tree trunk.
Four grey spheres showing different extrusion results with parts pulled outward
Figure 2 – Different ways of extruding in Blender: extruding a region, individual faces and edges from a sphere produces very different shapes. Image: WebBird, CC BY-SA 3.0, via Wikimedia Commons.

Step by step: model a low-poly treasure chest

  1. Start with a cube. Scale it to the size of the chest base (for example 1 m wide, 0.6 m deep, 0.5 m tall).
  2. Add a loop cut near the top to separate the base from the lid.
  3. Shape the lid. Select the top face, extrude it upward a little, then add loop cuts and move them to make a curved lid.
  4. Inset and extrude the bands. Select the faces where the metal bands go, inset them slightly and extrude them outward a few centimetres.
  5. Add the lock. Select a small face on the front, inset, then extrude outward to make a lock plate.
  6. Bevel sharp edges lightly so the chest looks solid when lit.
  7. Check the poly count (enable Statistics in the viewport overlay). A game prop like this might be a few hundred faces.
  8. Name and export. Name the object (for example prop_chest_01), apply scale, set the origin to the bottom, and export as FBX or glTF for Unity, Unreal or Godot.
Low-poly 3D model of a baobab tree with a thick trunk and flat green leaf clusters
Figure 3 – A low-poly model of a baobab tree. The trunk can be made by extruding and scaling the top face of a cylinder, and the canopy from simple, flat-shaded shapes. Image: YuriNikolai (model by Skodvirr), CC BY-SA 4.0, via Wikimedia Commons.

This Holotna 3D tutorial shows how to model a set of low-poly game assets in Blender, using extrusion and other basic tools:

Good habits for game props

  • Collect reference images before modelling.
  • Build the big shapes first, details last.
  • Keep faces as quadrilaterals (four-sided) where possible; they are easier to edit and animate.
  • Delete faces nobody will ever see (the bottom of a rock sitting on the ground).
  • Make modular pieces (wall, corner, door) that snap together to build many different scenes.
  • Save versions often (chest_v01, chest_v02).

Example

A team making a Caribbean village game creates a prop list: fishing boat, market stall, crate, coconut tree, lamp post and steel pan. The student modelling the market stall starts from a cube for the counter, extrudes four posts up from the corners, uses a plane for the roof and extrudes it down at the edges to make a canopy, then adds loop cuts to create striped fabric sections for colouring later. The finished stall has under 500 faces and is exported as glTF for Godot.

Exercise

  1. Install Blender (free) and practise moving, rotating and scaling objects, and switching between Object Mode and Edit Mode.
  2. Model a low-poly treasure chest (or a crate, barrel or lamp post) using extrude, inset, loop cut and bevel. Keep it under 1,000 faces.
  3. Make a prop list of five items for a game scene and model at least two of them.
  4. Export one prop as FBX or glTF and import it into a game engine (Godot, Unity or Unreal) or an online 3D viewer.

Next: Basic 3D Texturing, Colour and Lighting (UV Maps, Materials and Three-Point Lighting)

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 5 (“use 3D software to create props, assets for games”).

Attributions to media used in this post:

Blender 4.3.2 screenshot.png – UnnecessaryDecision – CC0 (via Wikimedia Commons)

Blender3D Extrude Region Faces Edges.png – WebBird – CC BY-SA 3.0 (via Wikimedia Commons)

Low-poly Adansonia grandidieri 3D model 1.png – YuriNikolai (model by Skodvirr) – CC BY-SA 4.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Creating Game Environments: Layout, Composition, Colour and Foreground–Midground–Background Layers

A game environment is the world or space in which a game takes place. Designing an environment relevant to the game concept means the setting must support the story, the mood and – above all – the gameplay. Three important skills are layout and composition (arranging elements for play and for the eye), colour (setting mood and making important things readable), and designing separate foreground, midground and background layers to create depth.

Unit 1 covered perspective and layers in Environment Layers and Perspective Drawing, colour and composition in Colour Theory, Texture, Composition and Layout, and concept work in Conceptualising Environments: Layers and Depth of Field. Here we apply those skills to playable spaces.

Start from the game concept

Before drawing, answer: What does the player do here (jump, sneak, explore, race)? What mood should they feel? Where does it sit in the story? What camera view will show it? An environment for a calm farming game and one for a tense escape sequence can use the same forest, but their layout, lighting and colour will be completely different.

1. Layout and composition

Layout for play

  • Paths and flow: plan the route through the space – main path, optional areas, shortcuts.
  • Readability: the player must instantly tell what is solid ground, what is dangerous and what is decoration.
  • Landmarks: a tall tower, a big tree or a lighthouse helps players orient themselves.
  • Pacing: alternate open, calm areas with tight, challenging ones.

Composition for the eye

  • Focal point: each view should have one main point of interest, often the goal or next area.
  • Leading lines: paths, rivers, fences and rooftops can point towards the focal point.
  • Rule of thirds: placing key features on the thirds of the screen feels balanced and natural.
  • Framing: trees, arches or cliffs at the edges of the view frame the scene and guide attention inward.
Painted forest scene with glowing pink and orange mushrooms in the foreground
Figure 1 – Concept art from the Blender Studio film Sprite Fright. Mushrooms in the foreground, a forest floor in the midground and soft trees behind create depth and a magical mood. Image: Andy Goralczyk / Blender Foundation, CC BY 4.0, via Wikimedia Commons.

2. Colour

Colour sets mood and guides play:

  • Choose a palette for each area that matches its mood (warm sunset for a peaceful village, cold blue-greys for a mountain pass).
  • Use atmospheric perspective: distant objects become lighter, less saturated and bluer, which pushes them back in space.
  • Keep playable surfaces clearly separated in value and colour from the background, so players never jump at scenery by mistake.
  • Reserve the brightest, most saturated colours for important things: collectables, hazards and goals.
Painting of a wooden house on a snowy mountain slope with pale mountains behind
Figure 2 – Concept art from the Blender Studio film Spring. The warm, detailed house stands out against cooler, paler mountains that fade into the distance. Image: Blender Foundation (Spring open movie; uploaded by David Revoy), CC BY 4.0, via Wikimedia Commons.

3. Foreground, midground and background

LayerContentsDesign tips
ForegroundObjects closest to the camera: leaves, rocks, posts; sometimes in front of the player.Darker and more detailed; use sparingly so it never hides the action.
MidgroundThe playable layer: ground, platforms, characters, items and enemies.Highest clarity and contrast; this is where gameplay happens.
BackgroundDistant scenery: sky, hills, city skyline.Lighter, softer and less saturated; simpler shapes; can use parallax scrolling.
Animated cartoon jungle path with sky, clouds, tall orange plant shapes and ground drawn as separate layers
Figure 3 – A scene built from separate layers. When the layers move at different speeds (parallax scrolling), a flat 2D game gains a strong sense of depth. Image: OhSqueezy, CC BY-SA 3.0, via Wikimedia Commons.

This Pixel Overload tutorial shows how to design and paint background layers for parallax scrolling:

Test the environment in play

An environment is only finished when it works in the game. Drop your character into the scene and check it at real screen size and real speed. Can you see the character clearly against every part of the background? Do players notice the landmark and head towards the goal? Does any foreground object hide an enemy or a gap? Take a screenshot and blur it or convert it to greyscale: the playable midground should still stand out. Adjust values, colours and layer detail until the answer to every question is yes.

Example

Game concept: Mangrove Rescue, a side-scrolling game where a young ranger frees trapped birds. Layout: a boardwalk as the main path, with roots and branches as platforms, a tall lookout tower as a landmark and an optional hidden lagoon. Colour: warm greens and golden late-afternoon light for hope; hazards (tangled fishing line) are bright orange so they read clearly. Layers: dark mangrove leaves in the foreground at the screen edges, the boardwalk and roots in the midground at full contrast, and a pale blue-green coastline and sky in the background, scrolling slowly for depth.

Exercise

  1. Write a short game concept and list what the player does, the mood and the camera view for one environment.
  2. Sketch a top-down layout of the environment showing the main path, a landmark, an optional area and hazards.
  3. Paint or draw one side-view scene with separate foreground, midground and background layers. Explain your colour choices.
  4. Turn your layers into a parallax scene in Scratch or another tool and test whether the playable layer remains easy to read.

Next: 3D Modelling for Beginners: Create Game Props and Assets With the Extrude Tool

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 4 (“employ design skills to create environments relevant to the game concept”).

Attributions to media used in this post:

Sprite Fright-concept art-nature 02.png – Andy Goralczyk / Blender Foundation – CC BY 4.0 (via Wikimedia Commons)

Spring-concept art-house.jpg – Blender Foundation (Spring open movie; uploaded by David Revoy) – CC BY 4.0 (via Wikimedia Commons)

Parallax scrolling example scene.gif – OhSqueezy – CC BY-SA 3.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Designing Game Characters for Different Genres: Life Drawing, Skeleton, Muscles and Facial Expressions

Character design for games is the process of creating the look, proportions, movement and personality of the characters players control and meet. To design believable characters for different genres, artists study life drawing (drawing real people from observation), the skeleton (the framework of bones and joints), the muscle system (the muscles that shape and move the body) and facial character theory (how faces show emotion and personality).

Unit 1 introduced shape language and silhouettes in Character Design: Genre, Shape Language and Silhouette and gesture drawing in Motion and Figure Drawing for Animation and Games. This lesson goes under the skin: anatomy knowledge is what lets you exaggerate a character convincingly.

Designing for different genres

GenreTypical proportions and styleWhy
Platformer / familyBig head (2–4 heads tall), large eyes, simple shapes, bright colours.Readable at small sizes; appealing and expressive.
Action-adventureHeroic proportions (7.5–8 heads tall), strong silhouette, clear gear.Looks capable; poses and costume show abilities.
RPGVaried body types and costumes that show class and culture.Players must tell classes and factions apart instantly.
Puzzle / casualVery simple, often non-human mascots.Characters should support, not distract from, the puzzle.
Sports / simulationRealistic proportions and motion.Players expect believable bodies and movement.

1. Life drawing

Life drawing means drawing the human figure from real observation. For school and home practice, draw clothed classmates or family members in short poses, people in public places, athletes on TV, or a wooden artist’s mannequin. Start with quick 30-second to 2-minute gesture drawings to capture movement, then longer drawings to study proportions. A common measuring unit is the head: an average adult is about 7.5 heads tall, the halfway point is near the hips, and the elbows line up with the waist.

Light wooden artist’s mannequin standing upright
Figure 1 – An artist’s wooden mannequin. Its jointed limbs can be posed to study proportions and the angles of the body. Image: Petr Kratochvil, CC0, via Wikimedia Commons.

2. The skeleton

The skeleton sets proportions and decides where the body can bend. Artists do not need every bone name, but should know the main masses and joints: the skull, rib cage and pelvis (the three big masses), the spine that links them, and the joints at the shoulders, elbows, wrists, hips, knees and ankles. In 3D games, animators build a digital rig – a simplified skeleton of “bones” – inside the character model to move it, so knowing where real joints sit prevents rubbery, unnatural bends.

Historical engraving of two human skeletons seen from the front and the back
Figure 2 – Front and back views of the human skeleton (historical engraving). Notice the three big masses – skull, rib cage and pelvis – linked by the spine. Image: Wellcome Collection, CC BY 4.0, via Wikimedia Commons.

3. The muscle system

Muscles sit over the skeleton and create the body’s surface shapes. Key groups to learn are the shoulders (deltoids), chest (pectorals), upper arms (biceps and triceps), back, stomach (abdominals), thighs (quadriceps and hamstrings) and calves. Muscles contract (shorten and bulge) and stretch as the body moves, which is why a bent arm looks different from a straight one. Game artists exaggerate muscles to show strength (a heavy brawler) or simplify them for a friendly cartoon look.

4. Facial character theory

Facial character theory is the study of how faces communicate emotion and personality. Research by psychologist Paul Ekman suggests that some basic expressions – happiness, sadness, anger, fear, surprise and disgust – are recognised across many cultures. Three zones do most of the work: the eyebrows (the most expressive feature), the eyes and eyelids, and the mouth. Muscles around the eyes and mouth pull these features into each expression.

Medical illustration of the face showing numbered muscles around the forehead, eyes, cheeks and mouth
Figure 3 – Front and side views of the muscles of facial expression. Knowing where these muscles pull helps artists draw believable expressions. Image: CNX Anatomy 2013, CC BY 4.0, via Wikimedia Commons.
Sheet of black-and-white cartoon faces showing different expressions
Figure 4 – A page of cartoon facial expressions from J. Campbell Cory’s 1912 guide The Cartoonist’s Art. Cartoonists exaggerate the eyebrows, eyes and mouth so each emotion reads instantly. Image: J. Campbell Cory, Public domain, via Wikimedia Commons.

Personality shows too: a character who often raises one eyebrow seems sceptical; one with soft, rounded features and wide eyes seems innocent. Designers create an expression sheet showing the character’s key emotions so all artists and animators draw them consistently.

Disney animator Aaron Blaise demonstrates how to draw simple, clear facial expressions:

Example

A student designs the same fisher character for two genres. For a family platformer, she is 3 heads tall with a round body, huge eyes, a bright yellow raincoat and simple muscle shapes; her expression sheet exaggerates joy and surprise. For an action-adventure, she is 7.5 heads tall with realistic proportions based on life drawings of a classmate in a raincoat; the student checks joint positions against a skeleton reference so her rope-throwing pose bends at the right points, and adds defined shoulder and forearm muscles to show years of hauling nets.

Exercise

  1. Do ten 1-minute gesture drawings of clothed people or a wooden mannequin, then one 10-minute drawing measured in head units.
  2. Draw a simplified skeleton (skull, rib cage, pelvis, spine and limb joints) in three action poses.
  3. Draw the same arm straight and bent. Show how the biceps and triceps change shape.
  4. Create an expression sheet for a game character showing the six basic emotions, then redesign the character for a different genre.

Next: Creating Game Environments: Layout, Composition, Colour and Foreground–Midground–Background Layers

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 3 (“employ design skills to create characters for different genres of games”).

Attributions to media used in this post:

Wooden Mannequin.jpg – Petr Kratochvil – CC0 (via Wikimedia Commons)

Human skeleton; front and back views. Coloured line engravin Wellcome V0008004.jpg – Wellcome Collection – CC BY 4.0 (via Wikimedia Commons)

1106 Front and Side Views of the Muscles of Facial Expressions numbered.jpg – CNX Anatomy 2013 – CC BY 4.0 (via Wikimedia Commons)

Facial expressions – The Cartoonist's Art.jpg – J. Campbell Cory – Public domain (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

How to Design a One-Level Game Interface and Navigation Tools (HUD, Menus and Maps)

A one-level interface is the complete set of screens and on-screen elements a player needs to play a single level of a game: a way to start, a heads-up display (HUD) during play, a pause option, and a clear end screen for winning or losing. Navigational tools are the parts of the interface that help players find their way – both through the menus (buttons, tabs, back arrows, level select) and through the game world (maps, mini-maps, compasses, waypoints and signposts). Both are forms of graphic design: arranging type, icons, colour and space so information is quick to read.

This is a hands-on lesson that puts earlier theory to work. Review The Game UI Design Process and How to Tell Good UI From Bad UI and How to Wireframe a Game User Interface before you start.

Part 1: Designing a one-level interface

Treat one level as a mini-game with a beginning, middle and end. Plan these screens and states:

Screen or stateWhat it needsGraphic design tips
Title / startGame title, “Play” button, optional settings and credits.One dominant button; the title uses the game’s key colours and font.
Level introLevel name and goal (“Collect 20 shells before sunset”).Short text plus an icon; fade out after 2–3 seconds or on a tap.
Gameplay HUDOnly essential information: lives or health, score or progress, timer, pause button.Place at the edges and corners; use icons with numbers; consistent colours.
Pause menuResume, restart, settings, quit.Darken the game behind the menu; “Resume” selected by default.
Win screenCelebration, score, stars or rewards, “Next” or “Replay”.Animated reward, big readable score, clear next step.
Lose screenEncouraging message, reason for losing, “Try again”.Friendly tone; show how close the player got.

Graphic design basics for game interfaces

  • Typography: use one display font for titles and one very readable font for everything else. Keep text short and large enough for the platform.
  • Icons: draw simple, bold icons with the same line thickness and style. Test that each is recognisable at small sizes.
  • Grid and alignment: line elements up on an invisible grid and keep equal margins around the screen edges (a “safe area”, important on TVs and phones with notches).
  • Colour and contrast: use the game’s palette, but make sure text and important icons have strong contrast with the background.
  • Theme: the frames, buttons and fonts should look like they belong to the game world – driftwood buttons for a beach game, glowing panels for a space game.

Part 2: Designing navigational tools

Menu navigation

  • Keep menus shallow: players should reach any option in two or three steps.
  • Always provide a Back button in the same place, and support the controller’s back button or the Escape key.
  • Show the current selection clearly with a highlight, outline or animation.
  • Use breadcrumbs or titles (“Settings › Audio”) so players know where they are.
  • Make it work with every input the game supports: touch, mouse, keyboard and controller.
Game menu with a grid of character icons, a selected kart preview and stat bars
Figure 1 – The kart selection screen in SuperTuxKart: a grid of characters, a highlighted current choice, stat bars and clear buttons along the bottom. Image: QwertyChouskie, CC BY-SA 4.0, via Wikimedia Commons.

In-world navigation

  • Maps and mini-maps show the player’s position, goals and explored areas.
  • Compass bars and waypoints point towards objectives.
  • Environmental signposting guides without any HUD: lights, paths, colour, open doors and landmarks draw players forward.
  • Breadcrumb trails – coins or collectables placed along the intended route – quietly show the way.
Blue map of connected rectangular rooms and corridors drawn on a light background
Figure 2 – An automap from the free game Meritous. Explored rooms are drawn automatically as the player moves, helping them navigate a large maze. Image: Lancer-X/ASCEAI, CC BY-SA 3.0, via Wikimedia Commons.

Game director Masahiro Sakurai explains why menus should express the personality of your game world, not just list options:

Example

For a single beach level called Shell Seeker, a student designs: a title screen with a driftwood “Play” button; a level intro card (“Find 20 shells before the tide comes in”); a HUD with a shell counter (top-left), a tide timer drawn as a rising wave (top-right) and a pause button; a pause menu on a wooden sign; a win screen with up to three starfish for speed; and a lose screen saying “The tide won this time – you found 16 shells!”. For navigation she adds a small mini-map in the bottom-right corner showing shell locations the player has already spotted, and places seagulls that circle above hidden shells as in-world signposts.

Exercise

  1. Choose a level idea and list every screen and HUD element it needs, using the table above.
  2. Draw the full one-level interface: title, level intro, HUD, pause, win and lose screens. Apply at least three graphic design tips.
  3. Design a menu flow with a Back button and breadcrumbs, and one in-world navigational tool (mini-map, compass or signposting).
  4. Build the screens in Scratch, Construct or any tool (or as linked slides) and ask someone to navigate them without help. Record where they got stuck.

Next: Designing Game Characters for Different Genres: Life Drawing, Skeleton, Muscles and Facial Expressions

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 1 (“design a one level interface”); Specific Objective 2 (“design navigational tools”).

Attributions to media used in this post:

SuperTuxKart kart selection screen 2018.png – QwertyChouskie – CC BY-SA 4.0 (via Wikimedia Commons)

Meritous-automap.png – Lancer-X/ASCEAI – CC BY-SA 3.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Game Design Tools, Making Your First Game and the Constraints of Budget, Time and Audience

Game design tools are the software programs used to build games, from beginner-friendly block-based editors to professional game engines. Using a tool to create a game means combining a game environment, characters, assets, behaviours, sound and scores into something playable. Every project also faces constraints – limits of budget, time and audience – that shape what can be made.

Prominent game design tools

ToolTypeBest forCost
ScratchBlock-based coding in the browserBeginners, quick 2D prototypes, learning logicFree
StencylDrag-and-drop blocks for 2D gamesBeginners making mobile and web gamesFree tier, paid publishing
Construct (Construct 2 / 3)Event-sheet 2D engine in the browserFast 2D games without traditional codingFree trial, subscription
GameMaker2D engine with visual scripting and its own language (GML)Indie 2D gamesFree for non-commercial use, paid licences
UnityProfessional 2D and 3D engine (C#)Mobile, PC, console, VRFree personal plan, paid tiers
Unreal EngineProfessional 3D engine (C++ and Blueprints visual scripting)High-end 3D, film and virtual productionFree to start, royalties on large earnings
GodotOpen-source 2D and 3D engine (GDScript, C#)Students and indies who want a free, lightweight engineFree and open-source
Screenshot of the Scratch editor showing coloured code blocks, a script area and a stage with a cat sprite
Figure 1 – The Scratch 3.0 editor: code blocks on the left, the scripts area in the middle, and the stage and sprite list on the right. Image: Rchoffat (Scratch interface © MIT Media Lab), CC BY-SA 4.0, via Wikimedia Commons.
Screenshot of the Godot game engine editor with a 2D scene and panels of settings
Figure 2 – The Godot engine editor. Professional engines have scene trees, property inspectors and code editors, but the same ideas – scenes, objects and behaviours – apply. Image: AfterCadaver, CC BY-SA 4.0, via Wikimedia Commons.

Pricing and licences change often, so always check each tool’s website before starting a project.

Using a game design tool to create a game

Whatever tool you use, a game is built from the same six parts. Here is how they look in Scratch:

  1. Game environment: choose or paint a backdrop for each level or screen.
  2. Characters: add sprites for the player, enemies and helpers, each with several costumes for animation.
  3. Assets: import or draw the images, sounds and fonts the game needs (use your own or openly licensed assets and credit them).
  4. Behaviours: write scripts for each sprite: “when right arrow pressed, change x by 5”; “if touching wall, go back”; “forever glide randomly”.
  5. Sound: add background music with a loop and sound effects for jumping, collecting and winning.
  6. Scores: create a variable called Score, set it to 0 when the green flag is clicked and change it by 1 when the player collects something. Add a timer or lives for extra challenge.

Try the Scratch Team’s Maze Starter, then click “See inside” to find each of the six parts. Remix it to add a score and a second level:

The official Scratch Team tutorial below builds a complete jumping game step by step – a perfect first project:

Constraints on game design

Budget

Money decides the size of the team, the number of assets, the tools and licences, marketing and the platforms you can release on. A low budget means a smaller scope: fewer levels, simpler art styles (pixel art or flat shapes), free tools such as Godot or Scratch, and openly licensed sound.

Time

Deadlines limit how many features can be built and tested. Teams use milestones and cut features that are not essential (“scope creep” – adding more and more features – is one of the main reasons games are late). A 48-hour game jam forces a one-mechanic game; a two-year project can support a full story.

Audience

The audience shapes nearly every design decision. For example, if pre-schoolers are the audience, the game should use bright colours, large simple shapes, spoken instructions instead of text, gentle or no failure, and no advertising or purchases. For teenagers, deeper mechanics, customisation and social features may matter more. The platform your audience owns (cheap phones, school computers, consoles) also limits the graphics and controls.

Example

A student team has two weeks, no budget and a target audience of 6- to 8-year-olds at a local primary school. They choose Scratch (free, runs on school laptops). Their game, Recycle Rush, has one environment (a park backdrop), three characters (a child, a recycling bin, a litter-dropping pigeon), simple drawn assets, behaviours (the bin follows the mouse; litter falls from the pigeon), cheerful looping music with a “ding” for each catch, and a score that counts recycled items. Because of the audience, they use big bright shapes and voice recordings for instructions; because of the time limit, they cut a planned second level and a shop.

Exercise

  1. Compare three game design tools from the table: which would you choose for a first 2D game, and why?
  2. Build a simple game in Scratch (or another tool) that includes all six parts: environment, characters, assets, behaviours, sound and a score.
  3. Write a short “constraints statement” for your game: budget, time and audience, and one design decision each constraint forced you to make.
  4. Change the audience of your game to pre-schoolers or to adults. List five changes you would make.

Next: How to Design a One-Level Game Interface and Navigation Tools (HUD, Menus and Maps)

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 2: Game Design and Development – Specific Objective 17 (“identify prominent game design tools”); Specific Objective 18 (“use a game design tool to create a game”); Specific Objective 19 (“discuss the constraints on game design”).

Attributions to media used in this post:

Interface de Scratch 3.0.png – Rchoffat (Scratch interface © MIT Media Lab) – CC BY-SA 4.0 (via Wikimedia Commons)

Godot 3.1 screenshot.png – AfterCadaver – CC BY-SA 4.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Game Camera Views: Static, Scrolling, Parallax, First-Person, Third-Person, Isometric and Top-Down

A camera view in a game is the viewpoint from which players see the game world. It decides how much of the world is visible, from what angle, and how the view moves as the player moves. The main camera views are static, scrolling (scrollable), parallax scrolling, first-person, third-person, isometric and top-down. Choosing the right one is one of the biggest decisions in game design, because it affects controls, level design, art and how the game feels.

Camera shots and angles for film and animation were covered in Storyboarding, Camera Angles and Shots. In games the camera must also respond to the player in real time.

The seven camera views

1. Static

A static camera does not move: the whole play area fits on one screen. Classic examples include Pong, Tetris and many puzzle and arcade games. Static views are simple to design and give players complete information, but the world is limited to one screen at a time (some games use flip-screen, cutting to a new static screen at the edge).

2. Scrolling (scrollable)

A scrolling camera moves across a world bigger than the screen, usually following the player. It can scroll horizontally (side-scrollers like Super Mario Bros.), vertically (many shoot-’em-up and climbing games) or in all directions. Some games scroll automatically at a fixed speed (auto-scrolling), forcing the player to keep up.

3. Parallax scrolling

Parallax scrolling is a scrolling technique that moves background layers more slowly than foreground layers. Because distant objects in real life appear to move more slowly than close ones, this creates an illusion of depth in a 2D game. A typical scene has a sky that barely moves, mountains that move slowly, trees that move faster, and the ground the player walks on moving fastest.

Animated city skyline in three shades of blue, with each layer scrolling at a different speed
Figure 1 – Parallax scrolling in action: each layer moves at a different speed, so the flat scene appears to have depth. Image: NuclearDuckie, CC0, via Wikimedia Commons.

Play with this Scratch project to see (and remix) parallax scrolling:

4. First-person

A first-person view shows the world through the character’s eyes; often only their hands or tools are visible. It creates strong immersion and is popular in exploration, puzzle, simulation and VR games. However, players cannot see their own character, and fast camera motion can cause motion sickness for some people, so options such as field-of-view settings help.

5. Third-person

A third-person camera follows behind or over the shoulder of the player character, so players see their avatar and its surroundings. It shows character animation and costume, and makes platforming and exploration easier to judge. Designers must handle the camera carefully so walls and objects do not block the view.

Racing game view from behind a kart driving along a colourful track
Figure 2 – A third-person chase camera in SuperTuxKart. Seeing the kart helps players judge turns, jumps and the position of rivals. Image: STK dev team, CC BY 3.0, via Wikimedia Commons.

6. Isometric

An isometric view shows the world from a raised diagonal angle, with no perspective shrinking, so the three axes appear at equal angles. It lets players see the tops and two sides of objects, giving a 3D feel with 2D art. Isometric views are common in strategy, city-building and simulation games.

Isometric pixel-art city street with buses, cars and buildings seen from a diagonal angle above
Figure 3 – Isometric pixel art. The diagonal viewpoint shows the top and two sides of every object, a favourite for building and strategy games. Image: Peterson Freitas (Propeterson), CC BY-SA 4.0, via Wikimedia Commons.

7. Top-down

A top-down (bird’s-eye or overhead) view looks straight down on the world. It clearly shows layouts, routes and the positions of everything, which suits maze games, racing games with an overhead view, and many classic adventure games. Characters are often drawn with a slight angle so they remain recognisable.

Comparing camera views

ViewStrengthsChallengesGood for
StaticSimple; everything visibleSmall worldPuzzle, arcade
ScrollingLarge worlds, clear 2D movementLimited view aheadPlatformers, shoot-’em-ups
ParallaxDepth and atmosphere in 2DMore art layers to createSide-scrollers, animation
First-personImmersionMotion sickness; cannot see avatarExploration, VR, simulation
Third-personSee avatar and surroundingsCamera can get blockedAction-adventure, racing
Isometric3D feel with 2D art; big overviewDepth can be hard to judgeStrategy, building
Top-downClear layout and routesLess sense of heightMaze, racing, adventure

For a deep dive into how professional 2D cameras decide when and how to move, watch this GDC talk on cameras in side-scrollers:

Example

Imagine a game about a lost puppy finding its way home through a town. A top-down view would make it a maze game focused on routes. A parallax side-scroller would focus on jumping over fences and would look like a storybook. A third-person 3D view would let players explore freely and see the puppy’s expressive animations. An isometric view could turn it into a puzzle game about moving objects to open paths. The story is the same; the camera changes the whole design.

Exercise

  1. Name a game for each of the seven camera views, and explain why that view suits the game.
  2. Remix the parallax Scratch project or draw a three-layer parallax scene. Label which layer moves fastest and slowest.
  3. Choose one game and imagine it in a different camera view. What would change in the controls, levels and art?
  4. Sketch the same small room in top-down, side and isometric views.

Next: Game Design Tools, Making Your First Game and the Constraints of Budget, Time and Audience

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 2: Game Design and Development – Specific Objective 16 (“distinguish among the different camera views”).

Attributions to media used in this post:

Parallax scroll.gif – NuclearDuckie – CC0 (via Wikimedia Commons)

Supertuxkart-0.9-screenshot-1.jpg – STK dev team – CC BY 3.0 (via Wikimedia Commons)

Isometric Pixel Art by Peterson Freitas.gif – Peterson Freitas (Propeterson) – CC BY-SA 4.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

The Game UI Design Process and How to Tell Good UI From Bad UI

Game user interface (UI) design is the planning and creation of everything players use to understand and control a game: menus, buttons, the heads-up display (HUD), icons, prompts, maps and feedback effects. The UI design process is the sequence of steps designers follow to create it. Good UI lets players focus on playing; bad UI gets in the way, confuses or frustrates.

This lesson builds on Module 1’s User Experience (UX) Factors and the Five Key Principles of Interaction Design and How to Wireframe a Game User Interface. Now we look at the process specific to games and at how to judge a UI.

The process of UI design for games

  1. What are the inputs and outputs? List everything the player must do (inputs: move, jump, pause, choose items) and everything the game must tell them (outputs: health, score, objective, danger). Also decide which devices you support – touch, controller, keyboard.
  2. Prioritise. Rank the outputs by importance and frequency. Critical, constantly changing information (health, timer) goes in easy view; rarely used options go in menus.
  3. Find affordances. Choose shapes, icons and behaviours that suggest their function – a glowing door looks enterable, a raised button looks pressable. Use familiar conventions wherever possible.
  4. Give immediate feedback for your inputs. Every press needs a visible and audible reaction within a fraction of a second: a button animates, a sound plays, the character responds.
  5. Reduce everything. Remove anything unnecessary. Can two screens become one? Can a number become a simple bar? Can information appear only when it matters (for example, the ammo counter showing only when you are low)?
  6. Prototype. Build quick wireframes and clickable or playable mock-ups.
  7. Playtest. Watch players use the UI, note where they hesitate, and repeat the process.
Diagram of the Star Fox screen with labels for lives, boss health bar, the player’s ship, shield, accelerator gauge and bombs
Figure 1 – A labelled diagram of the Star Fox interface. Each HUD element – the shield (player’s health), lives, available bombs, accelerator gauge and boss health bar – sits at the edge of the screen so the centre stays clear for flying. Image: Jean-Frédéric, CC BY-SA 4.0, via Wikimedia Commons.

Heuristics of user interface design

A heuristic is a rule of thumb. Jakob Nielsen’s ten usability heuristics are widely used to evaluate interfaces, including game UIs:

HeuristicIn a game
1. Visibility of system statusShow loading progress, whether the game saved, and current health or objectives.
2. Match between system and the real worldUse words and symbols players know: a heart for health, a map icon for the map.
3. User control and freedomAllow players to go back, cancel, skip cut-scenes they have seen and undo mistakes.
4. Consistency and standardsThe same button confirms everywhere; icons keep one meaning.
5. Error preventionAsk “Are you sure?” before deleting a save; grey out actions that are not possible.
6. Recognition rather than recallShow button prompts and item icons instead of making players memorise them.
7. Flexibility and efficiency of useShortcuts and quick menus for experienced players; remappable controls.
8. Aesthetic and minimalist designShow only what matters now; keep the HUD clean.
9. Help users recognise, diagnose and recover from errorsClear messages: “Not enough coins – you need 20 more.”
10. Help and documentationA tutorial, a help menu, and tips that can be revisited.

Guidelines for game UI

  • Keep the centre of the screen clear for gameplay; put HUD elements near the edges.
  • Make text readable from the player’s viewing distance (a TV across the room needs larger text than a phone).
  • Support the platform: full controller navigation on consoles, large touch targets on phones.
  • Use colour, shape and sound together so information is not lost (colour-blind and deaf players).
  • Match the style of the UI to the game’s art and theme, so it feels part of the world.
  • Let players adjust settings: text size, subtitles, volume, control layout.
Diagram of the Lunar Lander screen: a line-drawn lunar landscape, the lander and readouts for score, time, fuel, altitude and speed
Figure 2 – The interface of the arcade game Lunar Lander (1979, labels in French). Even early games displayed key status – fuel, altitude and speed – clearly around the play area. Image: FR, CC BY-SA 4.0, via Wikimedia Commons.

Good and bad UI: examples

Good UIBad UI
Health bar that flashes and beeps when low.Health shown only as a small number in a corner.
Inventory sorted by type with clear icons and names.Long unsorted list of text with tiny font.
Pause menu opens instantly and stops the game.Pause takes several seconds or does not stop the action.
Button prompts match the controller the player is using.Keyboard prompts shown to a controller player.
Objective marker appears when players seem lost.No indication of where to go; objectives hidden in a sub-menu.
Settings let players remap controls and resize text.Fixed controls and tiny text that cannot be changed.
Racing game screenshot with kart on a track and HUD elements in the corners
Figure 3 – An in-race HUD from SuperTuxKart: the race timer, lap and position counter, track mini-map and speedometer sit around the edges, leaving the track clear. Image: QwertyChouskie, CC BY-SA 4.0, via Wikimedia Commons.

This short PixelUX video summarises five UI principles that professional game designers use every day:

Example

A student applies the UI process to a tower-defence game for tablets. Inputs: tap to place towers, drag to scroll, tap to upgrade. Outputs: coins, lives, wave number, tower range. After prioritising, coins and lives go top-left, the wave counter top-right, and tower range only appears while placing a tower (reduce everything). Towers that cannot be afforded are greyed out (affordance and error prevention). Each tower placement plays a “thunk” and a dust puff (feedback). In the first playtest, players could not find how to upgrade towers, so the designer added a small arrow icon that appears above towers when an upgrade is affordable – then tested again.

Exercise

  1. List the inputs and outputs for a game you play, then rank the outputs from most to least important.
  2. Evaluate that game’s UI using Nielsen’s ten heuristics. Give each a score out of 5 and identify its best and worst features.
  3. Find one example of good UI and one of bad UI in any game or app. Explain why using a heuristic or guideline from this post.
  4. Redesign one bad UI screen using the seven-step process. Sketch the before and after versions.

Next: Game Camera Views: Static, Scrolling, Parallax, First-Person, Third-Person, Isometric and Top-Down

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 2: Game Design and Development – Specific Objective 14 (“state the process of User Interface design for games”); Specific Objective 15 (“distinguish between good and bad user interface design for games”).

Attributions to media used in this post:

Star Fox interface (English).png – Jean-Frédéric – CC BY-SA 4.0 (via Wikimedia Commons)

Lunar Lander (1979 video game) Interface (French).png – FR – CC BY-SA 4.0 (via Wikimedia Commons)

SuperTuxKart in-race (2018).png – QwertyChouskie – CC BY-SA 4.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Characters and Environments in Games: Archetypes, Scale, Time of Day and Camera

Game characters are the imaginary people, creatures or objects that players control, meet, help or fight. They are shaped by character design (how they look, move and behave) and by character archetypes – familiar story roles such as the hero, shadow, mentor, ally, guardian, trickster and herald. The game environment is the world those characters exist in, described by its scale, time of day, physical characteristics and camera view.

Visual character design was covered in Character Design: Genre, Shape Language and Silhouette and Character Turnarounds and Model Sheets; environment art in Environment Design, Genres and Digital Artwork and Conceptualising Environments: Layers and Depth of Field. Here we look at the role characters and environments play in a game’s design.

Character design for games

Game characters must work in ways film characters do not:

  • Readability: they must be recognisable at small sizes and in fast motion, so silhouettes and colours must be clear.
  • Gameplay fit: a heavy character should move heavily; a speedy character should look light. Appearance should hint at abilities.
  • Animation needs: every character needs a set of animations (idle, walk, run, jump, react), so designs should be practical to animate.
  • Player connection: a player character may be a blank slate the player projects onto, or a strong personality the player accompanies.

The seven character archetypes

Archetypes come from Joseph Campbell’s study of myths and Christopher Vogler’s The Writer’s Journey. They are roles, not fixed personalities – one character can play different roles at different times.

ArchetypeRole in the storyGame example of the role
Hero / protagonistThe main character who grows and drives the story; usually the player.The player character setting out to save the kingdom.
Shadow / villain / antagonistOpposes the hero and represents the main conflict.The final boss or a rival.
MentorGuides, teaches and gives gifts or advice to the hero.The tutorial character who explains the controls and gives the first tool.
AllyHelps the hero on the journey, offering friendship and support.A companion who fights alongside the player or gives hints.
Guardian (threshold guardian)Blocks the way and tests the hero before a new stage.A gatekeeper or mini-boss who must be beaten or convinced.
TricksterBrings humour, mischief and change; questions the rules.A cheeky sidekick or a folklore figure like Anansi.
HeraldAnnounces change and calls the hero to adventure.A messenger, letter or radio call that starts the quest.

Screenwriting teacher Christopher Vogler explains these character types in this interview:

Cartoon rabbit standing in a sunny forest clearing
Figure 1 – Big Buck Bunny in his forest. Scale (a big, round rabbit dwarfed by even bigger trees), time of day (soft daylight filtering through the leaves) and physical characteristics (grass, rocks, roots and tree trunks) all shape how the scene feels. Image: Blender Foundation / Project Peach, CC BY 3.0, via Wikimedia Commons.

Describing the game environment

Scale

Scale is the size of the world and objects compared to the player. Huge spaces make players feel small and adventurous; tight spaces feel tense or cosy. Scale also affects gameplay: a large open map needs fast travel or vehicles, while a small room suits a puzzle.

Time of day

Time of day changes light, colour and mood. Morning feels hopeful, midday is clear and easy to read, sunset is dramatic and night is mysterious. Some games have a day–night cycle that changes gameplay: certain characters appear only at night, or shops close in the evening.

Physical characteristics

Physical characteristics are the features of the place: terrain (hills, water, sand), weather, vegetation, buildings, materials and hazards. They should support both story and play – ice is slippery, deep water blocks the path, tall grass hides the player.

Camera view

The camera view decides how the environment is shown. A top-down view shows layout and routes; a side view emphasises jumping and height; a first-person view makes the world feel immediate. Environment artists design differently for each view – for example, the roofs matter a lot in top-down games but hardly at all in side-scrollers.

Painted concept art of a wooden hut surrounded by plants and props
Figure 2 – Concept art of a shaman’s hut. The physical characteristics – building materials, props and plants – tell players about the culture of the people who live there. Image: David Revoy / Blender Foundation, CC BY 3.0, via Wikimedia Commons.

Example

Here is a character and environment description for an adventure game called River of Lights:

  • Hero: Kai, a 12-year-old boat builder; small, quick and curious, with a bright red scarf for readability.
  • Mentor: Grandma Mira, who teaches Kai to read the stars.
  • Herald: a glowing firefly that appears on the first night and leads Kai away from the village.
  • Guardian: a giant river turtle who will only let Kai pass after solving her riddle.
  • Trickster: a mischievous monkey who steals items but sometimes reveals shortcuts.
  • Shadow: the Mist, a silent force that dims all light along the river.
  • Environment: a wide river valley (large scale), explored mostly at dusk and night (time of day), with mangroves, rapids and stilt houses (physical characteristics), shown from a third-person camera behind the boat (camera view).

Exercise

  1. Identify the seven archetypes in a game, film or folk tale you know. Is any character playing more than one role?
  2. Design a game character. Draw it and explain how its appearance tells players about its abilities and its archetype.
  3. Describe the environment of a game level using the four headings: scale, time of day, physical characteristics and camera view.
  4. Change one of those four features for the same level (for example, day to night). Explain how the gameplay and mood would change.

Next: The Game UI Design Process and How to Tell Good UI From Bad UI

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 2: Game Design and Development – Specific Objective 12 (“describe the characters in a game”); Specific Objective 13 (“describe the environment in a game”).

Attributions to media used in this post:

Big Buck Bunny – forest.jpg – Blender Foundation / Project Peach – CC BY 3.0 (via Wikimedia Commons)

Environments-02-shaman-hut.png – David Revoy / Blender Foundation – CC BY 3.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.

Types of Stories in Games: Linear, Branching, Open-Ended, Instanced, Emergent, Thematic and Algorithmic

A game story is the sequence of events, characters and meaning that players experience while playing. Unlike a book or film, a game story can be shaped by the player’s actions. Designers usually describe seven primary types of stories in games: linear, branching, open-ended, instanced, emergent, thematic and algorithmic. Each gives a different balance between the writer’s control and the player’s freedom.

For story-building basics, see Story Development and Scriptwriting for Animation and Games and Story Arcs, Game Scripts and Storyboards for Interactive Games.

The seven types of stories in games

1. Linear stories

A linear story follows one fixed path from beginning to end, like a film. The player controls how they get through each part but not what happens. Linear stories are easier to write and produce, and they allow carefully crafted emotional moments. Many platformers and action-adventure games are linear.

2. Branching stories

A branching story offers choices that split the plot into different paths, often leading to different endings. Branching gives players agency but grows expensive quickly: three choices with three options each already create 27 routes. Writers often use a branch-and-bottleneck structure, where paths split and later rejoin at key events.

Tree diagram with boxes connected by arrows showing dialogue choices splitting into different paths
Figure 1 – An example dialogue tree between a player character and a villager. Each choice leads to a different line or path – the basic building block of branching stories. Image: Dcoetzee, CC0, via Wikimedia Commons.

3. Open-ended stories

An open-ended story gives players a world to explore and lets them decide what to do and in which order. There may be a main quest, but players can ignore it and follow side quests or their own goals. Open-world adventure and sandbox games use this approach.

4. Instanced stories

An instanced story (also called an instance) is a self-contained story episode that is created fresh for a player or group each time they enter it. In online games, a dungeon or mission might be an instance: your team gets its own copy of the quest, with its own beginning, middle and end, separate from other players.

5. Emergent stories

An emergent story is not written by the designer at all. It emerges from the interaction of the game’s systems and players’ actions. When players describe “the time my farm flooded just before the harvest festival and my neighbour saved the day”, they are telling an emergent story. Simulation and sandbox games are rich in emergent stories.

6. Thematic stories

A thematic story is carried by a theme, mood or idea rather than a detailed plot. Puzzle and abstract games often use thematic stories: the art, music and setting suggest loneliness, hope or friendship without much dialogue. The player builds the meaning from the atmosphere.

7. Algorithmic stories

An algorithmic story is generated by the computer using rules and random elements, a technique called procedural generation. The game might assemble quests, characters and events from building blocks so every play-through is different. Roguelike games and some strategy games use algorithmic storytelling.

Painted game scene of characters talking with dialogue options displayed at the bottom
Figure 2 – A conversation in The Banner Saga. Dialogue choices like these drive a branching story in which decisions have lasting consequences. Image: Stoic LLC, CC BY-SA 3.0, via Wikimedia Commons.

Differentiating the types

TypeWho controls the story?Replay valueCost to make
LinearWriterLow to mediumLowest
BranchingWriter, with player choicesHighHigh (many paths to write)
Open-endedPlayer chooses order and focusHighHigh (large world)
InstancedWriter, repeated per groupMediumMedium
EmergentGame systems + playerVery highDepends on systems, little writing
ThematicPlayer interprets the moodMediumLow to medium
AlgorithmicComputer rules + randomnessVery highHigh to design, cheap per story

Choosing a story type for your game

Start from the experience you want and the resources you have. A small student team with a short deadline will usually get the best result from a linear or thematic story, perhaps with one small branch near the end. If your game is built around systems – farming, cities, ecosystems – plan for emergent stories and give players ways to share them, such as screenshots or a journal. Many successful games mix types: a linear main quest inside an open-ended world, with emergent moments created by the systems.

This video from Curious Gamedev compares narrative types with clear game examples:

Example

Here is one idea – a young fisher saving her village from a storm – told as four types of story:

  • Linear: the player follows a set sequence: repair the boat, rescue the fisherman, light the lighthouse.
  • Branching: the player decides whether to stay and protect the village or sail out for help, leading to two different endings.
  • Emergent: the game simulates wind, waves and villagers’ needs; each storm plays out differently depending on what the player prepares.
  • Thematic: almost no words; the rising storm, fading colours and hopeful music tell a story about courage.

Exercise

  1. List the seven types of stories in games and give one example game (or invented idea) for each.
  2. Explain the difference between an emergent story and an algorithmic story.
  3. Draw a branch-and-bottleneck diagram for a short story with two choices and two endings.
  4. Retell an emergent story from a game you played (or a playground game). Why did it feel memorable even though no one wrote it?

Next: Characters and Environments in Games: Archetypes, Scale, Time of Day and Camera

Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 2: Game Design and Development – Specific Objective 10 (“identify the primary types of stories in games”); Specific Objective 11 (“differentiate among the types of stories in games”).

Attributions to media used in this post:

Dialog tree example.svg – Dcoetzee – CC0 (via Wikimedia Commons)

The Banner Saga conversation screenshot.jpg – Stoic LLC – CC BY-SA 3.0 (via Wikimedia Commons)

© 2026 Vedesh Kungebeharry. All rights reserved.