Read part 1 for insights into the logic behind creating the locations.
Read part 2 to learn about the process of designing a level.
Read part 3 to see the process of beautifying the locations.
Narrative design: from visual aesthetics to story meaning
Narrative design is the final stage of breathing life into a location. Although it is considered one of the last steps, narrative designers work closely with both level and art designers throughout development to ensure that every element of the location carries meaning. NCORE developers actively use environmental storytelling, making the Arena more than just a battlefield. It’s a stage where past meets future, and history meets pure adrenaline. Every hex is a frozen fragment of humanity’s story, retold through the lens of spectators in the distant future. Designers don’t simply build scenery—they shape the perception of history, adapting it for how future Earth dwellers might see it.
"This isn’t about faithfully recreating the past like a museum. On the contrary, the Arena operates by the rules of a show: holograms, billboards, unexpected futuristic elements — all of it reminds players that the fighters haven’t time-traveled but are part of a grand spectacle. What happens in the Arena isn’t just a battle — it’s a stage full of opportunities to prove yourself and influence hundreds of thousands of spectators," developers say.
Each NCORE location is not just decoration, but a narrative-driven fragment of history refracted through the future. Players can spot inconsistencies, look for clues, and decode what in the world has remained unchanged and what has evolved with time. It’s not just background, but a hook for those who pay attention.
Narrative design is a tool that turns a game location into a story-rich space. If level design answers "how to play," and level art answers "what to see," narrative design answers "why it matters." At this stage, story elements are woven into the map: notes, dialogues, visual hints, or interactive objects that reveal lore, character motives, or world conflicts. Narrative design gives a level depth — turning the player from an observer into a participant of the story. Without it, the location remains just pretty scenery and interesting mechanics, but lacks the soul that makes a game memorable.
Game location as a complete experience
Creating game locations is the synthesis of functionality, aesthetics, and meaning, where every stage of development lays another brick in the foundation of the game world. Level design builds the "skeleton" of a map — routes, balance, and interactions that make exploration engaging. Level art adds "flesh and skin," turning abstract layouts into living landscapes: cracks on walls, beams of light through fog, or the shimmer of neon all shape the atmosphere that grips emotions. Narrative design weaves in the "soul," explaining why this world exists: discarded letters, NPC dialogues, or hidden symbols turn an arena into a place with history, not just obstacles.
These stages don’t just follow one another — they constantly interact. For example, the narrative idea of an abandoned lab affects level design (maze-like hallways with locked doors) and level art (rusty pipes, flickering screens). The result is not just a map, but a holistic experience: players explore the space, feel its mood, and become part of the story themselves. That’s how memorable locations are born — not because of graphics or complex puzzles, but because every element works in unison, transforming code and textures into a world players want to stay in.
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