Darktide 101: Level Design and Cinematics - Dev Blog

Heyo Everyone,

Welcome to a series of dev blogs called Darktide 101. We’re interviewing different devs working on Darktide to share what it’s like to create the game. These dev blogs will include topics like level design and cinematics, voice acting and audio, and more (based on your suggestions)!

For today’s blog, we’re starting with level design and cinematics for Darktide. This is currently an introduction to these topics, because there is truly so much to talk about. If players are interested, we’d love to talk more about taking a mission to functional, adding in the art and audio cues, lighting and iteration, etc. Let us know!

Level Design

While creating a level in Darktide always follows a well established production process - a production blueprint if you will - each new level brings its own set of challenges and creative opportunities. We think of ways to innovate and improve within the experience players have come to expect, for the sake of consistency. You may also have noticed we sometimes make changes to previously released levels after looking at how players interact with them.

Before we begin laying the foundation for a level, we take a step back and define the backstory and narrative for a mission. We ask questions like: What kind of location was it before current-day events? Is there a specific reason for Chaos forces to be there now? What is the Warbands’ (or other parties…) interest in it? One typical question we always try to justify is: why couldn’t Masozi simply fly us to the end of the level from the get-go?

After answering these questions, we begin with a paper design of the mission, known as the Mission Design Document (MDD). The MDD becomes the blueprint for the mission, outlining how we envision it playing out. It includes detailed descriptions of every part of the mission, ensuring everyone on the team has a clear idea of the mission’s flow.

The MDD details:

  • The Plot: A short summary of the plot of the mission.
  • The Setting: A detailed description of which part of the Hive the mission takes place and the different areas we intend the players to go through.
  • Game Mechanics: The types of game mechanics we intend to use during the mission. Particularly how we envision the event in the mission to play and how we intend to challenge the players during the events.
  • Mission Areas: Descriptions of different areas within the mission, which we call “chunks.”

We use the term “chunks” to refer to different sections of a mission. Each chunk varies in gameplay to keep the experience fresh and engaging. A mission in Darktide is typically split into several chunks with distinct topologies that blend seamlessly together. (Note: Comparing each chunk to a battlefield in the tabletop form of Warhammer 40,000 is not a stretch.)

When thinking of a chunk, envision a maze, street, or open plaza within a level. Designing in chunks allows us to offer variety, opportunities, and challenges tailored to different player archetypes.

What makes a level fun depends on your playstyle, so we try to vary the gameplay spaces in a mission to give each playstyle its moment to shine and to provide interesting challenges. Since Darktide is primarily a co-op game, if you find yourself in a chunk that doesn’t suit your playstyle, you’ll ideally have a teammate with a build that’s better suited for that environment.

Once we’re happy with the MDD and everyone on the team has signed off on the ideas based on their expertise, we start building the mission in the editor. It takes a group effort to create a mission, involving not just level designers but also environment artists, level artists, sound designers, gameplay coders, lighting artists, writers, and more. This is where the fun really begins!

Note: Below you’ll find some early design notes for different chunks within missions. As these are from initial planning, they may not represent the final versions of the levels you play today! But we thought they’d be interesting for players to see.


Chasm Logistratum - Chunk 2


Chasm Logistratum - Chunk 3


Chunk 1 - Relay Station TRS-150


Chunk 4 - Relay Station TRS-150

When we start building a level in our engine, we use very simple geometry, a phase commonly known as gray box, white box, or blockout. This approach allows for quick design iteration until we’re satisfied with the experience. Building the base of a level is similar to traditional painting or sculpting – we begin with broad strokes and large shapes to get the scale right and do Warhammer 40,000 justice.

Once the blockout of the mission is in place and everything works as intended, we start playtesting. Initially, team members who are working on the mission test it. This helps us understand how the mission plays out and how the enemies behave. We often iterate a lot during this step, refining areas that don’t play as intended. It’s much easier and faster to make changes during the blockout phase than after adding the final art.

When we’re happy with the basic layout, we add all the logic and smaller details to the mission. This includes pickup spawners, enemy spawners, and climb edges for enemy traversal. We also set up the logic for player characters, such as hang ledges, respawn locations, and health stations. Covers are added for both players and enemies to create engaging combat spaces. At this point, the mission should be fully playable from start to finish with all the necessary elements in place. We then playtest it with a larger group from the team, gather feedback, and iterate as much as possible.

The events in missions typically require the most time and iteration to perfect. These segments are complex because they must deliver both engaging combat encounters and clear narrative progression. Ensuring that players grasp the storyline amid intense combat is a significant challenge that demands the collective expertise of the entire team.

Moreover, these events are particularly challenging to block out successfully. They heavily rely on integrating various mission elements—such as art, lighting, effects, and voiceover—to effectively convey the unfolding narrative.


Chasm Logistratum Blockout


Chasm Logistratum Final


Relay Station TRS-150 Blockout


Relay Station TRS-150 Final


Excise Vault Spireside-13 Blockout


Excise Vault Spireside-13 Final

We take the events as far as we can during block out and pray to the game developer gods that it will all work out in the end, worst case we will have to go back to the drawing board and come up with some other solution, and sometimes this might force us into rethinking the narrative of the mission completely which is something we try to avoid as much as possible but it did happen a few times during the development of Darktide.

This is the end of Part 1 to Level Design for Darktide. We’d like to discuss it in more detail in another 101 dev blog! Let us know if you’re interested.

Cinematics

Hi everyone, I’m Tim (you might know me from Vermintide). I worked with cinematics during the development of Darktide. I’m here to write a small rundown of how we make cinematics in Darktide!
Of course, every cutscene starts with a bunch of planning, but I’ll skip that part for the sake of brevity.

After planning, the first step we do in-engine is prototyping; we make a really ugly prototype to test out how things flow and if the script fits our planned shots. Once we have a prototype we feel okay with, we iterate on it. We add VFX, animations, character art, finetune the cameras and add audio (though not necessarily in that order).

Here’s an early prototype we made for the first cutscene in the Prologue (it’s very WIP to show you what the first iteration looks like for cinematics):

Since Darktide was still in the middle of being developed when creating this prototype, some things were gradually added as they were finished for other parts of the game. For example, we didn’t have the unit for the Poxburster until a bit further into production, so we used a WIP Poxwalker as a stand-in for this first prototype.

We use a visual programming system, called Flow, for most of the VFX and audio triggers. Essentially, we set up a sequence of animations and position keys, with some pretty simple scripting to trigger VFX and audio throughout a cutscene.

Here’s a quick example of what a part of the first cutscene in the prologue looks like within our editor (see the screenshot) as well as outside the editor (see the video). (Note: This prototype is without the VFX we added later).

First Cutscene in our Flow Editor
First Cutscene in our Flow Editor

First Cutscene Once Exported

This is the end of Part 1 to Cinematics for Darktide. We’d like to discuss more details about the planning that goes into cinematics, and / or to share more examples.

OK! Tell us what you think of this series and if you’d like to see more behind the scenes stuff like this. We’d be happy to share other similar topics with everyone, as well as to dive into more detail of what it’s like to develop for Darktide. If you have any further questions for the teams working on level design and cinematics regarding what it’s like to develop, let us know in the comments. We’ll try to get some dev replies for you!

Until next time!

58 Likes

Shout out to the level designers!

You guys make these amazing maps for us to explore, and I love you for it! No joke, seeing the hive city of Tertium in all its glory has been a high point in Darktide for me.

Thanks for all your hard work!

17 Likes

Seeing this post, is there any new informations on when new concept arts for the maps will be uploaded ?

Mainly Carnival and possibly Gloriana (Though a Void sector was mentioned but I think it’s part of Chasm terminus)

6 Likes

More! MORE!

9 Likes

I will see what I can do!

8 Likes

Interesting. Not exactly revelatory because that’s a pretty standard process, but always nice to see stuff like this.

9 Likes

would really like to see more into the design and gameplay philosophy behind level design. seeing more detail into what is meant by

“we try to vary the gameplay spaces in a mission to give each playstyle its moment to shine and to provide interesting challenges.”

would be cool! i really would like to see what’s going through a designer’s head when blocking out these kinds of spaces, and some examples of each kind of space for a playstyle. what kinda fun challenges are they trying to put in? what’s the intended behavior, and have there been any situations where playtesters play a level completely differently from expected that required changes? also would love a look into how designing objectives usually goes.

7 Likes

Oh snap, I just caught the little bit of ancient/placeholder UI at the end of the Prologue Cutscene Early WIP video. Love little sneak peeks like that!

And I love seeing this filthy-dirty barebones stuff…which clearly took oodles of time just to get it to that point. Really hammers home how much work goes into every little detail, and how rough things look for so long in the creative process. Much respect to the sheer man hours and dedication and vision!

7 Likes

My sincerest regards to the developers. This is a very good blog and I’d love to see more of such deep dives.

What I would really love to see is a deep dive into weapon design, rules that the team adheres to and ways of achieving desired outcomes when designing a weapon

9 Likes

Seconded.

I also would like future dev blogs to point a little more towards the why of certain choices, if that makes sense?

Like why a specific section of a specific map is built the way it is. We did get a bit of that with the latest one where they talked about making it cramped at the beginning to sell the feeling of danger then opening it up more to change the dynamic.

10 Likes

Writing all this stuff down to plan for more! :memo: Also passing on your comments to the team :heart:

17 Likes

This little unused room looks like it should have a health pack lol

11 Likes

Not gonna lie, seeing the placeholder poxwalker do a divebomb in the WIP cinematic made me laugh out loud. It’s so scuffed, I love it.

And yes, please, bring more of this! It’s always a treat to see the process behind the making of a game, I will never not find it interesting.

7 Likes

The map design, atmosphere and structures in this game are amazing and just a pleasure to look at. excellent work!





5 Likes

What an art! Pure joy for us. Thanks to developers.

5 Likes

Fun stuff, also

love to see that the “why didn’t they just use the eagles” plot hole constantly being addressed. :joy:

11 Likes

Love it. The levels have always been fabulous in this game and the cinematics are an unsung hero i think.

8 Likes

Also really liking the overhauls to events. I follow Clandestium around the board and rehost it when it falls off while QP still applies because I like the event so much. Swagger’s even grown on me with his encouraging lines, its a lot better to have my experience noted rather than implying I mash buttons.

3 Likes

The level designers have done an amazing job. Me and my friends have spent 3000 hours enjoying them (yes, three-thousand!). Some of my own favorite locations include:

-Silo Cluster, the very first chunk. This is the first time you meet enemies in the level and have to work your way down the staircase. Great spot for both melee and ranged builds!

-Magistrati Oubliette, the large open chunk that contains the first medicae station (below the first event where you have to wait for the spiral staircase to decend). You arrive here from the sewers, and it’s a large open spot that’s again great for both melee and ranged builds.

-Magistrati Oubliette, the prison cell chunk towards the end of the mission that’s shaped like an L. You point your guns forward and blast at the enemies. Not a lot of cover, just a straight gunfight to the death between you and the enemies.

-Clandestium Gloriana, the part as you come out of the fast moving transit cart. Always delivers sick combat.

My least favorite re-designs (welp…):
Smelter Complex, the last chunk before you come to the last event (i.e. straight as you come out of the door where all 4 players had to team up to advance in the level). This part had an interesting design before, but now it looks like someone dropped a bomb there and made it uninterestingly open.

2 Likes

More of this.

Enjoyed the read and the insight.

4 Likes