02 - The 5 Ingredients of Game Town Design

Continuing the series on urban design for game environments, let's dive into the basics: the 5 elements of city image from Kevin Lynch’s "The Image of the City"—a foundational text for urban planners and a must-read for anyone looking to build a solid background in urban design. This classic framework can be effectively applied to designing towns and cities in video games, focusing on how players perceive, recognize, remember, and navigate your town.

For level designers, Lynch's framework translates seamlessly into crafting urban spaces that feel alive, memorable, and easy to navigate. Let’s break down these five elements—Paths, Edges, Districts, Nodes, and Landmarks—and explore how they can be used to create compelling and legible game towns.


Paths: The Routes Players Take Through the Town

In Lynch’s work, Paths are the channels along which people move, like streets, walkways, and corridors. In game design, paths are more than just a means of travel; they are the main arteries that drive player movement and experience:

  • Creating Visual and Navigational Hierarchy: In games, paths range from major streets that serve as the primary routes for players to minor alleys and hidden shortcuts. By carefully designing the hierarchy of these paths, you can create a layered experience where the main routes are clear and intuitive, while side paths offer secrets and rewards for those willing to explore.
  • Guiding the Player's Journey: Paths should be designed to guide the player's eye and movement naturally. This can be achieved through environmental cues like lighting, changes in terrain, or even enemy placements. For example, a well-lit path leading to a town square suggests safety and progress, while a dim, narrow alley might signal danger or the promise of hidden treasures.
  • Narrative and Emotional Impact: Paths can also reinforce narrative and emotional beats. A winding road up a hill that ends in a dramatic overlook can serve as a powerful narrative device, or a long, narrow street can build tension before a confrontation. Paths are tools for storytelling, allowing you to subtly influence the player’s emotional journey through your environment.

Edges: The Boundaries That Define and Separate Areas

Edges are the boundaries that define where one area ends and another begins—such as walls, rivers, or significant changes in elevation. In game design, edges serve several purposes:

  • Creating Separation and Focus: Edges help segment a game environment into distinct areas, making large spaces more digestible and easier to navigate. For example, a city wall not only marks the end of the safe town area but also signals a shift to a more dangerous or challenging zone.
  • Guiding Player Decisions: When designed well, edges can guide player decisions on where to go next. A cliff edge or a river that the player must find a way around adds a layer of complexity and decision-making to the gameplay. By carefully placing these boundaries, designers can control the flow of the game without making it feel forced.
  • Aiding in Mental Mapping: Edges help players form a mental map of the game world. If a player knows a river runs along the eastern edge of the town, they can use it as a reference point to orient themselves, reducing frustration and enhancing immersion.

Districts: Distinct Areas with Unique Identities

Districts are the unique, recognizable areas within a town, each with its own style, purpose, and atmosphere. In Lynch’s framework, districts are areas with a consistent character that sets them apart from others, and this is directly applicable to game environments:

  • Creating Visual and Functional Diversity: In game towns, districts could range from a bustling market square to a quiet residential area or a grimy industrial zone. Each district should have a distinct visual and functional identity that supports the game's narrative and mechanics. This diversity makes the town feel more like a real, living place and offers varied gameplay experiences.
  • Enhancing Player Recognition and Memory: A well-designed district allows a player to quickly recognize where they are and what kind of activities they can expect. For example, a player in a “merchant district” might know they can buy and sell items, while a “temple district” might offer quests or lore.
  • Supporting Gameplay Mechanics: Different districts can serve different gameplay purposes. Combat-heavy areas, stealth zones, and social hubs can all coexist within the same town, providing a diverse range of player experiences while maintaining cohesion in the environment.

Nodes: Key Points of Interest Where Players Converge

Nodes are the strategic points in a town where paths intersect, and activity is focused—like town squares, marketplaces, or major intersections. For game designers, nodes are critical for structuring player flow and engagement:

  • Creating Focal Points for Interaction: Nodes act as natural gathering points, drawing players in with promises of action, quests, or resources. A well-designed node might be a bustling market square where players find NPCs, or an ancient ruin where multiple paths converge for a critical story moment.
  • Organizing the Town’s Flow: Nodes help in organizing the flow of movement throughout the town. Players will naturally navigate from node to node, driven by both the design of the paths and the visual allure of these focal points.
  • Highlighting Important Areas: By placing nodes strategically, you can ensure players don’t miss important areas. For example, placing a node at the junction between different districts can guide players to explore new zones without feeling lost.

Landmarks: Memorable Features That Help with Orientation

Landmarks are prominent, easily identifiable features like towers, statues, or unique buildings. They serve as navigational aids and memorable points within the game world:

  • Anchoring the Player’s Mental Map: Landmarks help players orient themselves and navigate the town more easily. If a large tower is visible from anywhere in the city, players can always find their way back to it, reducing frustration and enhancing the sense of immersion.
  • Creating Memorable Experiences: A well-placed landmark is more than just a navigational tool; it can be a central part of the game’s storytelling and atmosphere. Think of the iconic Windmill in The Legend of Zelda: Ocarina of Time's Kakariko Village; it serves as both a navigational point and a narrative element.
  • Designing for Distance and Proximity: Landmarks should be strategically placed so that they’re visible from a distance or at key points. This ensures they serve their purpose as orientation tools while also enhancing the visual appeal of the environment.

Putting It All Together

Using these five elements—Paths, Edges, Districts, Nodes, and Landmarks—you can craft towns that are both immersive and navigable, ensuring players can easily find their way while engaging deeply with the environment. In the sketch attached, you can see how these concepts come together to form a cohesive town design.

Each element contributes to the "legibility" of the space, a concept Lynch emphasized as critical for any city and, by extension, any game environment. A legible game town allows players to form a cognitive map, reducing the likelihood of them feeling lost or frustrated, which is crucial for maintaining immersion and engagement.

Join the Discussion!

Can you spot these elements in your favorite game towns or even in real cities? How do they contribute to your experience as a player? Share your thoughts in the comments below, and let’s discuss how we can use these principles to build better, more engaging game environments!

For more insights and related discussions, check out my original post on LinkedIn. You can also visit my ArtStation pagefor more artwork and design breakdowns, or explore all my links and resources on my Linktree.

Stay tuned for the next post in this series, where we'll dive deeper into the hierarchy of these elements and how they can be used to craft more compelling game environments!

Jesus Machina

Level Designer | Architect | Environment Artist

Expert in Game Design, Urban Design, and Immersive Environments