Narrative Design In A Roblox Horror Prototype?

Over the past few weeks, I’ve been working as Level Designer and Narrative Designer on a multiplayer horror prototype built in Roblox Studio — an engine that was completely new to me at the start of the project.

The game is called ‘Boomers VS Zoomers’: an asymmetric multiplayer horror experience, inspired by titles like Dead by Daylight and Friday the 13th. One player takes on the role of a boomer, while the other zoomers must steal as many items from the Boomer’s house as possible before time runs out, and without getting caught. Our primary narrative setting is a decaying mansion owned by a corrupt boomer mayor, with themes of hoarded wealth, generational divide, and misuse of public resources.

Designing Story Without Dialogue

Because the game is fast-paced and multiplayer-focused, all narrative is delivered through environmental storytelling rather than dialogue or cutscenes. This was one of the biggest challenges of the project.

Roblox players rarely stop to read — they move quickly, react under pressure, and play socially. As a result, narrative elements had to be:

  • Instantly readable

  • Visually exaggerated

  • Embedded directly into the level layout

Each room in the mansion was designed to tell a clear micro-story through props, layout, and contrast — for example, luxury spaces paired with neglect, or public infrastructure repurposed for private use.

My Role

My focus was on aligning narrative intent with spatial design. Rather than writing traditional story beats, I designed player flow through the mansion so that story information is revealed naturally as players move through the space.

This involved:

  • Structuring the mansion layout to guide players through escalating narrative beats

  • Using environmental clues that remain readable even during active gameplay

  • Iterating on room sequencing and prop placement based on playtesting feedback

Learning Roblox as a New Engine

Working in Roblox Studio required a shift in mindset. The platform prioritises:

  • Rapid iteration

  • Modular, reusable assets

  • Multiplayer-first environments

  • Performance-conscious design

These constraints encouraged clearer visual storytelling and more deliberate use of space — especially important when designing for multiple players simultaneously.

Process & Takeaways

We worked using an Agile workflow, with regular check-ins and iterative playtesting. Reflecting on our first prototype helped us scope this project more effectively, focusing on one strong, readable narrative environment rather than spreading ideas too thin.

Key takeaways for me:

  • Environmental storytelling must respect player behaviour

  • Constraints can sharpen narrative clarity

  • Level design is a powerful narrative tool — even without words

This project pushed me to think more critically about how story, space, and systems interact, particularly within unfamiliar tools and platforms.

Calistus-jay Matthews