Bloodborne: What the Level Design is Actually Doing
- karthi keyan
- Jun 21
- 5 min read
Most writing about Bloodborne focuses on its lore — the Great Ones, the cosmic horror beneath the gothic surface, the thing that's looking back at you when you look at the moon. That's fine. The lore is extraordinary. But it has overshadowed a quieter achievement: Bloodborne is one of the most precisely engineered pieces of level design in the medium, and almost none of what it teaches is labelled.
I've been studying it closely while working on Punk_Noir — a souls-lite ARPG where the level design is supposed to express the game's themes before the player talks to a single NPC. Bloodborne is the example I keep returning to, not because I'm copying it, but because it solved a problem I'm still working on: how do you make a player understand a space by being in it?
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The First Five Minutes Are a Masterclass in Withholding
You wake up in a clinic. A beast attacks you. You die. You wake up in the Hunter's Dream — a lamp-lit, fog-bound safe space — and you're given weapons and sent back.
Nothing is explained. The game does not tell you what a Insight is, what the Moon Presence is, why the city is the way it is. It puts you at the top of a hill — Central Yharnam — and points you downward.
That downward slope is doing a lot of work. It establishes orientation: in Bloodborne, down means danger and depth, up means progress and revelation. It's consistent across the entire game. The deepest horror is always below you. The answers, when they come, come from climbing.
The hill also establishes the game's core visual language before combat begins. To your left: a burning pyre, corpses, villagers with torches — people who have gone somewhere the player hasn't yet. To your right: a locked gate. Ahead: a fog gate. Behind: the lamp. The player is given one direction that works and three that don't, all without a waypoint.
What they're learning — without being told — is that this world has a logic. Locked things can be unlocked. Fog gates mark transitions. Lamps are safe. This is the entire navigational grammar of the game, established in the first thirty seconds of walkable space.
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The Shortcut Is the Lesson
Central Yharnam's most famous design moment isn't the Cleric Beast fight. It's the gate.
Halfway through the area, the player finds a lever that opens a massive gate — a direct path back to the lamp at the entrance. This shortcut collapses twenty minutes of cautious exploration into a thirty-second walk. It is entirely optional. You don't need it to progress. The game doesn't point to it.
What it does is change how the player understands the space they've just been through.
Before the gate opens, Central Yharnam is a threat — a gauntlet to survive. After the gate opens, it becomes a known place. The player can now see the whole area in their mind as a connected system. The bridge that looked like a dead end turns out to be visible from the shortcut path. The alley they got lost in has an exit they can now locate. The space reveals itself not through a map, but through the act of shortcutting.
This is the design move I find most instructive. The shortcut isn't a reward for completing the area. It's a device for teaching the player that they already understand it. The revelation is spatial comprehension — you know this place now.
Every subsequent area in Bloodborne uses a version of this. Unlock the gate, fold the space, turn a threat into a known quantity. The level design is teaching the player to read spaces by giving them the experience of having read one.
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Enemy Placement as Environmental Argument
The enemies in Bloodborne are not just obstacles. They are arguments about what happened here.
The Yharnam citizens with torches and pitchforks are not soldiers. They're residents. The fact that they're hostile tells you something went wrong with ordinary people before the beasts arrived. The large beast chained to a post in the middle of the street — that chain was put there by someone. Someone thought they could contain it. The enemy placement is a scene the player is walking through after the fact.
This extends to the non-combat spaces. A ladder that descends into a courtyard full of crows — why are the crows there? What happened in this courtyard that would draw them? The answer is visible if you look at the ground. The level design has already told you before you process the question consciously.
What I took from this for Punk_Noir is the idea that enemies should be placed as evidence, not as encounters. A group of colonial guards patrolling a specific building tells you that building matters to the administration. A single guard eating alone and looking at the sea tells you not everyone chose to be here. The encounter table is also a history of the space.
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Lighting as Navigation
Bloodborne is dark. Not stylistically dark — functionally dark. Areas are genuinely difficult to read at a glance. This is intentional: it forces the player to use light sources as landmarks.
Every lamp is visible from a distance. Lanterns in windows suggest habitation — or former habitation. Fire means danger or congregation. The cold blue light of a fog gate is recognisable from across a courtyard. The player navigates by light type without realising they're doing it.
What makes this work is consistency. The game never breaks its own light grammar. A warm orange light is always a lamp or a torch — always safe or occupiable space. A cold or unnatural light is always connected to the supernatural. The player learns to read this distinction within the first hour, and the game trusts that they have for the remaining fifteen.
In my own level design I've been applying a simpler version: each power in Punk_Noir's city has a distinct light type. Colonial administration spaces use installed electric light — harsh, white, recent. The Fishing Village uses oil lamps — warm, low, impermanent. The underground uses no installed light at all. The player reads whose space they're in before they see a guard.
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What I'm Still Working On
The thing Bloodborne does that I haven't solved yet is the density of incidental detail. Every surface in Central Yharnam has a story — the gravestones, the architecture, the material choices. It's a hand-authored world at a level of resolution that a solo developer on a four-month prototype timeline can't match.
What I can match is the grammar. Consistent visual language. Spatial logic that rewards attention. Enemy placement that is evidence, not scenery. Shortcuts that teach comprehension rather than save time.
The goal isn't to make a game that looks like Bloodborne. It's to make a game that thinks the way Bloodborne thinks — a world with a coherent internal logic that the player discovers by being inside it.
That's the problem I'm working on. Punk_Noir's opening three zones are the first attempt. The LDD is on the portfolio if you want to read how it went.
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Punk_Noir is in development. The level design document for the Beach, Docks, and Fishing Village sequence is available at keian.org/portfolio.*
Next in this series: Study of Stealth in Games — understanding how stealth stopped being a genre and became a design feature.
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