Skip to main content

The hourglass philosophy behind Dishonored and Deathloop's genre-leading level design

Colt following.

A funky pale blue and orange wallpaper for Deathloop. Lead characters Colt and Julianna can be seen on it, against a swirling pattern, with other comic characters drawn on too. Lots of energy, lots of style.
Image credit: Bethesda / Deathloop

Arkane Lyon, the creator of the Dishonored series and Deathloop, is a studio known for level design. Immersive sims run on the quality of their levels, of being playgrounds that offer you multiple routes and therefore gameplay choices about how to tackle them. They need to hold up to your curiosity and experimentation, while at the same time tell you a story without really seeming like they're telling you a story. Frankly, it's an art, and there aren't many better at it than Arkane.

How does it do it? Let me introduce to you the hourglass principle. It's a principle explained to me by Arkane's level-making maestro Dana Nightingale, who's now campaign director at the studio and working on, well, whatever the studio is working on now - she was tight-lipped about it. Redfall, remember, is being made at the other Arkane studio, Arkane Austin.

Dana Nightingale is known for being the mind behind the Clockwork Mansion in Dishonored 2, although she obviously had a lot of help; and she's the person who fixed down the critical path in Deathloop - as in, who you have to kill and when - and helped work out how to track it all and present it to you. Given the time-looping nature of the game, that's no small feat. In other words, Dana Nightingale knows her stuff.

And it's she who tells me, in a podcast interview available everywhere now (and which covers a lot more besides) all about this hourglass idea. And it begins with, she says, something the studio has nicknamed "the white rabbit".

I meet Dana Nightingale. She has a lovely array of mementos and memorabillia on her bookshelves behind her.

"This is the thing that catches the players attention," she explains. "Whatever it is in the environment - either it's a specific enemy, it's something they want to go get, it's a doorway, it's a clue in the story - it's what gets them on the right track."

It's followed by the infiltration phase. "We always have this infiltration phase," she says, and it's here you typically find a barrier of some kind - physical or otherwise - barring your way. You have to work out how to get past it. "A classic example of this is ''I want to get inside of that building.'" There's one way in and multiple ways you can do it - which do you choose?

"Then, of course, there's the interior map - that's our big sandbox playground space. That's where things can get very freeform," she says. And I can think of multiple spaces like this in both Dishonored or Deathloop - large buildings or open spaces you have to clear out or navigate, all in your own way.

"But then it has to narrow back down to - we call this 'the last metres'." And it's here the design becomes more bespoke depending on what it is you're trying to achieve at the time. Nightingale reels off a few questions as examples: "What is the player's main goal for this entire space? What has this all been leading to? What's the specific challenge of overcoming it? What does the player get after defeating the challenge?"

It might be you facing off against one of the visionaries in Deathloop, for example, that final confrontation with them. Or it might be an assassination target in Dishonored. It's the climax of the level. But it should never end there.

"After that we always want an exfiltration," she says. "We don't want to just end it immediately after the goal is completed. There's always a moment where you re-traverse the space you've been through, or go in a brand new direction, but you're still escaping the scenario."

And then, finally, "a very player-signalled departure moment of the player opting into saying, 'Yes, I'm finished. Yes, I'm leaving.'" Think of the exit doors in Deathloop - and Dishonored, come to think of it. They're there to double-check whether you're done and ready to go.

That's "the dry skeleton" of how Arkane Lyon designs a map, then, but it's not the full hourglass philosophy. "That's just the top half of the hourglass," Nightingale says. "I still have two more pieces to explain.

Imagine only being able to kick in the game. Oh Ian.Watch on YouTube

"The pinch of the hourglass is really about the gameplay loop," she goes on. And the loop is about what players are feeling in every moment while they're playing the game. Crucial to it is a feeling of understanding.

"We want the player to be able to observe the scenario and understand the goal, the obstacle, and what they'll get afterwards. And then have the moment of them being able to make a plan, carry out that plan, and if it's unsuccessful and they fail, try again."

You are not being swept along by something you don't understand, in other words. You are consciously, purposefully, directing the action.

"And then at the bottom half of the hourglass - and now we're getting really theoretical - is the idea of affordance and intentionality," she adds. "Affordance can mean like a thousand different things. But what I need affordance to do, as a designer, is to be able to design the whole game in a way where the player understands that this is a world that operates under rules, and these rules are going to be consistent. And if they understand a quarter to a third of the rules, the rest of it is going to be comprehensible."

Affordance is making sure that players grasp enough about how the game works that you can transport them to a completely new situation and they don't feel confused about how to play there or what to do. They know enough to get stuck in.

"And then the intentionality is the player always doing things on purpose and doing things with a goal in mind," Nightingale says. What Arkane doesn't want, maybe surprisingly, is players saying to themselves, "Okay, I'm in a space, these things are interactive, these things are destructible; I'm just going to do random stuff and see what the game does."

As she says: "That's playing with no intentionality. And there's a lot of fun and value in that type of play, but it's not really what we're trying to do in our maps. We want the player to always keep in mind, 'I'm trying to accomplish this.'

Arkane wants you to always be following a plan - the plan you hatched based on your understanding of the consistent way the game works. In other words: "The game has behaved in the way I anticipated and I achieved the goal."

Here's a nice video from Johnny, from a few years ago, on why they loved Dishonored 2.Watch on YouTube

And that's the Arkane hourglass, as taught to Nightingale by Christophe Carrier, who was the campaign director before her, and with some embellishments by Joachim Daviaud, who was a lead level designer there. Both Carrier and Daviaud are no longer at Arkane Lyon, by the way, but at Weird West developer WolfEye Studios with former Arkane founder Raphael Colantonio.

Given Nightingale's level design expertise, then, it's easy to imagine she's very critical when playing other people's work. And, well, it depends.

"I'm very happy in level design when first of all, I'm not thinking about the level design, I'm just enjoying the game," she says. "But I'm always looking for that combination of affordance and intentionality. Do I understand the tools the game is giving me? Do I trust the game to be honest with me? Am I going to move from one scenario to the next and the tools the game is giving me are going to behave differently? Which is a very big red flag. Do I always understand what my goal is? Do I always understand my obstacles? Those kinds of things are what I look for.

"And if all of that's working at level, let's call it good-to-great, it all just melts away and I stop being aware of it," she says. "When it reaches into sublime and phenomenal, then I'm thinking about level design again," she laughs. "At that point I'm like, 'Teach me, teach me!'"

And there is a recent example of a game that's at that sublime or phenomenal level. She barely has to even think about it when I ask what it is. "Outer Wilds," she says. "Some of the best level design I've ever... So much we can learn from how that's all set up and the use of curiosity as the player's main motivation. The main way you interact with the entire world was just so good."

As I said, the full podcast interview with Dana Nightingale is now available everywhere, in which we talk about making Deathloop and the Clockwork Mansion, and about the broomstick that saved Dishonored 2 expansion Death of the Outsider from breaking and not being able to ship at all. We talk about her roundabout way into games, too, and about why she loves level design so much in the first place. I love her answer to this, by the way. She says maps, or levels, are the vehicles or vessels that hold everything you do in a game. Cool, huh?

I hope you enjoy the podcast if you listen to it. There's a full One-to-One archive of similar podcasts if you want more.

Read this next

seductrice.net
universo-virtual.com
buytrendz.net
thisforall.net
benchpressgains.com
qthzb.com
mindhunter9.com
dwjqp1.com
secure-signup.net
ahaayy.com
tressesindia.com
puresybian.com
krpano-chs.com
cre8workshop.com
hdkino.org
peixun021.com
qz786.com
utahperformingartscenter.org
worldqrmconference.com
shangyuwh.com
eejssdfsdfdfjsd.com
playminecraftfreeonline.com
trekvietnamtour.com
your-business-articles.com
essaywritingservice10.com
hindusamaaj.com
joggingvideo.com
wandercoups.com
wormblaster.net
tongchengchuyange0004.com
internetknowing.com
breachurch.com
peachesnginburlesque.com
dataarchitectoo.com
clientfunnelformula.com
30pps.com
cherylroll.com
ks2252.com
prowp.net
webmanicura.com
sofietsshotel.com
facetorch.com
nylawyerreview.com
apapromotions.com
shareparelli.com
goeaglepointe.com
thegreenmanpubphuket.com
karotorossian.com
publicsensor.com
taiwandefence.com
epcsur.com
mfhoudan.com
southstills.com
tvtv98.com
thewellington-hotel.com
bccaipiao.com
colectoresindustrialesgs.com
shenanddcg.com
capriartfilmfestival.com
replicabreitlingsale.com
thaiamarinnewtoncorner.com
gkmcww.com
mbnkbj.com
andrewbrennandesign.com
cod54.com
luobinzhang.com
faithfirst.net
zjyc28.com
tongchengjinyeyouyue0004.com
nhuan6.com
kftz5k.com
oldgardensflowers.com
lightupthefloor.com
bahamamamas-stjohns.com
ly2818.com
905onthebay.com
fonemenu.com
notanothermovie.com
ukrainehighclassescort.com
meincmagazine.com
av-5858.com
yallerdawg.com
donkeythemovie.com
corporatehospitalitygroup.com
boboyy88.com
miteinander-lernen.com
dannayconsulting.com
officialtomsshoesoutletstore.com
forsale-amoxil-amoxicillin.net
generictadalafil-canada.net
guitarlessonseastlondon.com
lesliesrestaurants.com
mattyno9.com
nri-homeloans.com
rtgvisas-qatar.com
salbutamolventolinonline.net
sportsinjuries.info
wedsna.com
rgkntk.com
bkkmarketplace.com
zxqcwx.com
breakupprogram.com
boxcardc.com
unblockyoutubeindonesia.com
fabulousbookmark.com
beat-the.com
guatemala-sailfishing-vacations-charters.com
magie-marketing.com
kingstonliteracy.com
guitaraffinity.com
eurelookinggoodapparel.com
howtolosecheekfat.net
marioncma.org
oliviadavismusic.com
shantelcampbellrealestate.com
shopleborn13.com
topindiafree.com
v-visitors.net
djjky.com
053hh.com
originbluei.com
baucishotel.com
33kkn.com
intrinsiqresearch.com
mariaescort-kiev.com
mymaguk.com
sponsored4u.com
crimsonclass.com
bataillenavale.com
searchtile.com
ze-stribrnych-struh.com
zenithalhype.com
modalpkv.com
bouisset-lafforgue.com
useupload.com
37r.net
autoankauf-muenster.com
bantinbongda.net
bilgius.com
brabustermagazine.com
indigrow.org
miicrosofts.net
mysmiletravel.com
selinasims.com
spellcubesapp.com
usa-faction.com
hypoallergenicdogsnames.com
dailyupdatez.com
foodphotographyreviews.com
cricutcom-setup.com
chprowebdesign.com
katyrealty-kanepa.com
tasramar.com
bilgipinari.org
four-am.com
indiarepublicday.com
inquick-enbooks.com
iracmpi.com
kakaschoenen.com
lsm99flash.com
nana1255.com
ngen-niagara.com
technwzs.com
virtualonlinecasino1345.com
wallpapertop.net
casino-natali.com
iprofit-internet.com
denochemexicana.com
eventhalfkg.com
medcon-taiwan.com
life-himawari.com
myriamshomes.com
nightmarevue.com
healthandfitnesslives.com
androidnews-jp.com
allstarsru.com
bestofthebuckeyestate.com
bestofthefirststate.com
bestwireless7.com
britsmile.com
declarationintermittent.com
findhereall.com
jingyou888.com
lsm99deal.com
lsm99galaxy.com
moozatech.com
nuagh.com
patliyo.com
philomenamagikz.net
rckouba.net
saturnunipessoallda.com
tallahasseefrolics.com
thematurehardcore.net
totalenvironment-inthatquietearth.com
velislavakaymakanova.com
vermontenergetic.com
kakakpintar.com
jerusalemdispatch.com
begorgeouslady.com
1800birks4u.com
2wheelstogo.com
6strip4you.com
bigdata-world.net
emailandco.net
gacapal.com
jharpost.com
krishnaastro.com
lsm99credit.com
mascalzonicampani.com
sitemapxml.org
thecityslums.net
topagh.com
flairnetwebdesign.com
rajasthancarservices.com
bangkaeair.com
beneventocoupon.com
noternet.org
oqtive.com
smilebrightrx.com
decollage-etiquette.com
1millionbestdownloads.com
7658.info
bidbass.com
devlopworldtech.com
digitalmarketingrajkot.com
fluginfo.net
naqlafshk.com
passion-decouverte.com
playsirius.com
spacceleratorintl.com
stikyballs.com
top10way.com
yokidsyogurt.com
zszyhl.com
16firthcrescent.com
abogadolaboralistamd.com
apk2wap.com
aromacremeria.com
banparacard.com
bosmanraws.com
businessproviderblog.com
caltonosa.com
calvaryrevivalchurch.org
chastenedsoulwithabrokenheart.com
cheminotsgardcevennes.com
cooksspot.com
cqxzpt.com
deesywig.com
deltacartoonmaps.com
despixelsetdeshommes.com
duocoracaobrasileiro.com
fareshopbd.com
goodpainspills.com
hemendekor.com
kobisitecdn.com
makaigoods.com
mgs1454.com
piccadillyresidences.com
radiolaondafresca.com
rubendorf.com
searchengineimprov.com
sellmyhrvahome.com
shugahouseessentials.com
sonihullquad.com
subtractkilos.com
valeriekelmansky.com
vipasdigitalmarketing.com
voolivrerj.com
worldhealthstory.com
zeelonggroup.com
1015southrockhill.com
10x10b.com
111-online-casinos.com
191cb.com
3665arpentunitd.com
aitesonics.com
bag-shokunin.com
brightotech.com
communication-digitale-services.com
covoakland.org
dariaprimapack.com
freefortniteaccountss.com
gatebizglobal.com
global1entertainmentnews.com
greatytene.com
hiroshiwakita.com
iktodaypk.com
jahatsakong.com
meadowbrookgolfgroup.com
newsbharati.net
platinumstudiosdesign.com
slotxogamesplay.com
strikestaruk.com
techguroh.com
trucosdefortnite.com
ufabetrune.com
weddedtowhitmore.com
12940brycecanyonunitb.com
1311dietrichoaks.com
2monarchtraceunit303.com
601legendhill.com
850elaine.com
adieusolasomade.com
andora-ke.com
bestslotxogames.com
cannagomcallen.com
endlesslyhot.com
iestpjva.com
ouqprint.com
pwmaplefest.com
qtylmr.com
rb88betting.com
buscadogues.com
1007macfm.com
born-wild.com
growthinvests.com
promocode-casino.com
proyectogalgoargentina.com
wbthompson-art.com
whitemountainwheels.com
7thavehvl.com
developmethis.com
funkydogbowties.com
travelodgegrandjunction.com
gao-town.com
globalmarketsuite.com
blogshippo.com
hdbka.com
proboards67.com
outletonline-michaelkors.com
kalkis-research.com
thuthuatit.net
buckcash.com
hollistercanada.com
docterror.com
asadart.com
vmayke.org
erwincomputers.com
dirimart.org
okkii.com
loteriasdecehegin.com
mountanalog.com
healingtaobritain.com
ttxmonitor.com
nwordpress.com
11bolabonanza.com