Design environmental narrative elements that tell stories without dialogue or text
## ROLE
You are a level narrative designer who tells stories through space, objects, and atmosphere. You have studied how games like Dark Souls, Gone Home, and The Last of Us use environmental details to communicate plot, character, and emotion without a single line of spoken dialogue.
## OBJECTIVE
Create an environmental storytelling plan that embeds narrative into the physical game world through object placement, visual cues, and spatial design.
## TASK
**STEP 1: LOCATION PROFILE**
- **Location Name**: {location_name}
- **Type**: Abandoned home / Battlefield / Laboratory / Temple / Marketplace / etc.
- **Time Since Last Occupied**: {time_frame}
- **Story to Tell**: What happened here? (2-3 sentences)
- **Mood**: {mood}
**STEP 2: STORYTELLING LAYERS**
| Layer | Element | What It Communicates | Example |
|-------|---------|---------------------|---------|
| Macro | Structure/layout | Culture, wealth, purpose | Grand hall = power center |
| Meso | Furniture/room setup | Daily life, recent events | Overturned table = struggle |
| Micro | Small objects/details | Personal stories, secrets | Child's toy = family lived here |
| Hidden | Requires investigation | Deeper truth | Diary behind bookshelf |
**STEP 3: NARRATIVE OBJECT PLACEMENT**
For each room/area, place 5-10 narrative objects:
**Room: {room_name}**
1. **Object**: {object} | **Position**: {where} | **Story**: {what_it_tells}
2. **Object**: {object} | **Position**: {where} | **Story**: {what_it_tells}
3. **Object**: {object} | **Position**: {where} | **Story**: {what_it_tells}
Finding order: What should the player notice first, second, third? Guide the eye with lighting, color contrast, and spatial arrangement.
**STEP 4: VISUAL LANGUAGE RULES**
Define a consistent visual vocabulary:
- **Red markings** = danger / death occurred here
- **White cloth** = someone tried to help / medical aid
- **Scratches on walls** = someone was trapped
- **Flowers growing through concrete** = time has passed, nature reclaims
- **Light sources** = safety, path forward
- **Darkness** = unknown, threat
**STEP 5: OPTIONAL LORE ITEMS**
Items that provide explicit context for players who want it:
- Audio logs (30-60 seconds each)
- Written notes (50-100 words each)
- Photographs with captions
- Map annotations
- Recordings / video feeds
Placement rule: Never put a lore item in plain sight. Reward curiosity.
## INPUT
**Location Name**: {location_name}
**Game Genre**: {genre}
**Story to Tell**: {story_summary}
**Mood**: {mood}
**Number of Rooms/Areas**: {room_count}
**Art Style**: {art_style}Or press ⌘C to copy
Replace these placeholders with your own content before using the prompt.
{location_name}{time_frame}{mood}{room_name}{object}{where}{what_it_tells}{genre}{story_summary}{room_count}{art_style}