Loading Video...
What can "The Last of Us" and "Cyberpunk 2077" teach us about crafting a dystopian world? In this episode, we cover brainstorming techniques, utilizing tools like Milanote for better organization, and the importance of research-driven design. Learn how to structure game design documents using tools like Godot 4 while refining each step for a standout player experience.
Alys
Alright, so let’s talk dystopian game worlds. They’re just… ah, they’re so fascinating, right? I mean, you've got games like "The Last of Us" or "Cyberpunk 2077" that absolutely nail this blend of dark, rich storytelling and incredible world-building.
Rhys
Yeah, it's that world-building piece that really grabs players, isn't it? Whether it's a crumbling post-apocalyptic city or a neon-soaked futurist hellscape, these games create environments that feel tangible. But it's not just about how they look—it’s how they engage you as a player.
Alys
Exactly, like in "The Last of Us," where every, I don’t know, every abandoned house or cracked road tells its own story. It’s immersive in a way that almost feels personal, you know?
Rhys
Oh, completely. And what's clever there is the use of, uh—what's the term?—environmental storytelling. So, you're not reading a lore dump, you're literally seeing the world’s history unfold around you.
Alys
Yes! And "Cyberpunk 2077" does this in its own way, too. The districts, the graffiti, the clutter—there’s a visual overload that feels so deliberate. It draws you into, like, this chaotic world so deeply that you almost feel like a part of its decay.
Rhys
Hmm, but creating those kinds of environments? That starts way back with brainstorming and tools to keep it all cohesive. A lot of people, I imagine, just jump straight in without, you know, properly organizing their ideas.
Alys
Oof, yeah, and that's where it can go downhill. Like, really quickly. You’ve gotta make sure you're not just throwing ideas against a wall and hoping something sticks.
Rhys
Which is why tools like Milanote are so useful. It’s really designed with that kind of creative process in mind—mind maps, mood boards. It’s perfect for laying out all those elements: the tone, setting, characters.
Alys
Mood boards, oh my gosh, are lifesavers. It's such a quick way to capture the vibe of a world you’re trying to create. Like, personally, I’d start with images that give off those eerie, "I don’t feel safe here" vibes. Then build on that.
Rhys
I’d focus a bit more on interconnecting your ideas, which is where mind mapping really shines. Imagine you’re exploring relationships—how do your dystopian factions interact? What chain of events led to the world falling apart? It’s like, the more layers you can craft, the more believable it gets.
Alys
Right. It’s all about depth. But you also have to be careful—it’s so easy to fall into cliches. You know, gritty rebels fighting an evil, oppressive regime. That’s just… done to death.
Rhys
Yeah, you need fresh takes, or players might tune out. This is where analyzing other media helps. Study games, movies, books that get it right, and figure out what you can twist to make it… uniquely yours.
Alys
And, ugh, the characters! They’ve gotta feel real. Like, if your main character’s a cardboard cutout, it doesn’t matter how cool your world is—it all falls flat.
Rhys
Definitely. Players connect through characters. If they care about their journey or struggle, it keeps them engaged no matter how bleak the world around them feels.
Alys
Totally. And that’s where these brainstorming tools come into play, right? You’re not just creating worlds; you’re building people that live in them. That dual focus is so key.
Rhys
And, when done right, it comes together to create something, well, unforgettable.
Alys
Alright, so we've talked about building rich, unforgettable worlds and characters—but once you've brainstormed all these strong ideas, the big question is: what’s next? How do you take that creative mess and turn it into a clear, actionable plan?
Rhys
It's all about spotting the patterns, really. When you’re analyzing research, you're looking for recurring themes. Like, if players in a playtest repeatedly talk about how they love exploring abandoned environments, well—that’s a clear signal to lean into that aspect more.
Alys
Right, and it’s not just the obvious stuff either. Sometimes the best insights come from what people don’t explicitly say. Like, if no one’s mentioning a specific feature in the game, it could mean it's not resonating—or worse, it’s being skipped over completely.
Rhys
Definitely. And once you, uh, identify those patterns, that’s when you start visualizing them. Turning abstract data into something tangible—like mood boards, for example.
Alys
Mood boards are everything. Seriously. It's like, you can take this chaotic bundle of ideas and—boom—lay them out visually. You’ve got colors, textures, settings… it’s so much easier to communicate what your world feels like that way.
Rhys
Yeah, and the same goes for mind maps. They’re brilliant for connecting the dots. Like, how does the dystopian society you’re building tie into the gameplay mechanics? How do the visual elements carry through into the narrative? It’s all gotta flow.
Alys
Totally. And what about turning that visual inspiration into concept art? That’s where it really clicks, right? Seeing those ideas come to life, even as rough sketches, is just… it’s so motivating.
Rhys
Absolutely. Plus, concept art serves as the foundation for everything else—the tone, the mechanics. It’s like you’re building a shared language for your team to rally around.
Alys
But, okay, here’s the part that trips people up sometimes: feedback. When you’re getting feedback from players or, I dunno, even your team, it’s easy to get defensive. Like, "But this is my brilliant idea!"
Rhys
It’s tricky, for sure. But those critiques are like gold. You need to step back and ask yourself, "What’s actually not working here?" And if you approach it with an open mind, those tough conversations can really reshape your game for the better.
Alys
It’s a process, but when you're refining things based on real input, that's where you see the game start to evolve. Like, those little tweaks can lead to the kind of polished experience players love.
Rhys
Yeah, and the key is iteration. Test, refine, and repeat. No one gets it perfect the first time around.
Alys
Exactly. And that brings it all together—visuals, mechanics, the world. It all clicks when the research and feedback are driving the design forward.
Rhys
And what’s great is that every layer you add, every insight you incorporate, makes the game richer and more cohesive.
Alys
So, we’ve talked about refining ideas through iteration and feedback, and making the game richer with each layer we add. But now—how do we bring all those elements together into a single, cohesive Games Design Document? It’s like, the holy grail of game development, right?
Rhys
Absolutely. A well-structured GDD captures everything: the narrative, the aesthetics, your core gameplay mechanics. It’s not just for you—it’s, uh, for your entire team to understand the vision clearly.
Alys
Right, like, think of it as the blueprint. If your design team and your developers aren’t working off the same page, that’s where things fall apart. And let’s be honest here, it happens.
Rhys
It does. But a good framework solves that. Start with the basics. What’s the identity of your game? What’s the story you’re telling? And how do all the visuals and mechanics reinforce that story?
Alys
Oh, yes. And, like, when you’re laying out gameplay mechanics, you gotta make those crystal clear. Is it action-packed? More exploratory? A mix? You don’t want anyone guessing—it needs to be concise but detailed.
Rhys
And that ties into prototyping. Once you’ve outlined those mechanics, build something, anything, to get a feel for how it plays. Godot 4 is perfect for that—simple prototypes that let you test ideas quickly. It’s honestly one of the best ways to see if something works or completely flops.
Alys
Rapid testing is so key. Like, okay, maybe your idea looked great on paper, but then… yep, it’s a disaster when you play it. That’s totally fine though—it’s part of the process.
Rhys
And the process is iterative. Each time you test, document what worked, what didn’t, and why. That reflection—it’s invaluable. Not just for fixing current issues but for learning what to avoid on your next project.
Alys
It’s like leaving yourself a cheat sheet for future design challenges! And honestly, the more you reflect and refine, the more cohesive and polished your game becomes. Players will feel that.
Rhys
Exactly. And remember, a great GDD isn’t static—it evolves. As you gather feedback, tweak the document. Keep it dynamic, just like the game itself.
Alys
So, to everyone listening, whether you’re sketching your first concept or deep in development, remember: your GDD is your backbone. Treat it like the living, breathing guide it should be.
Rhys
And there you have it—a roadmap to taking your ideas from concept to reality. The tools, the research, the framework—it all comes together to, well, bring your vision to life.
Alys
And on that note, that’s all for today! This has been such a fun dive into game design—thank you for listening, and until next time, keep creating those incredible worlds!
Chapters (3)
About the podcast
Dive into dystopian worlds! Craft your own game, from concept to Games Design Document. We'll dissect existing games, research player desires, master design tools (Aseprite, Smack Studio, FL Studio), and analyse media’s impact. Explore critical perspectives, contextual awareness, and refine your skills via weekly vlogs. Unleash your vision!
This podcast is brought to you by Jellypod, Inc.
© 2025 All rights reserved.