Story Telling through level design

This week’s task was to design a level that told a story through the level design itself rather than through a narrative or other means of storytelling.

Upon first look at this screenshot, I hope the player would get an idea that there was some rock slide that hit a village within some tall concrete walls. Not only this but also the player would get an idea of what time period the game would be set in by the aesthetic of the houses.

providing I had more time, I would populate the internal walls with houses to make it look like the village was abandoned and once was full of civilians.