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.

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.

3. Foreground, midground and background
| Layer | Contents | Design tips |
| Foreground | Objects 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. |
| Midground | The playable layer: ground, platforms, characters, items and enemies. | Highest clarity and contrast; this is where gameplay happens. |
| Background | Distant scenery: sky, hills, city skyline. | Lighter, softer and less saturated; simpler shapes; can use parallax scrolling. |

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
- Write a short game concept and list what the player does, the mood and the camera view for one environment.
- Sketch a top-down layout of the environment showing the main path, a landmark, an optional area and hazards.
- Paint or draw one side-view scene with separate foreground, midground and background layers. Explain your colour choices.
- 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.







