Level Design According to GOST in ATOMIC HEART
Introduction
Atomic Heart is an enthralling shooter that delves into a machine uprising in an alternate USSR. The game is executed at a high level across all aspects, offering not just a typical military action experience, but an immersion into the vibrant world of Soviet retro-futurism. Players can enjoy a unique atmosphere that skillfully captures the spirit of an alternative history filled with science fiction.

It's pleasing to see that a game, whose story originated back in the 90s, has finally come to life. The initial stylistic developments were made by Artem Galeev in the 2000s, and thanks to the years of effort by a large professional team, these ideas were realized. Creating a project that inspires others gives the game a global scale, leaving a profound impression.

I will analyze the game Atomic Heart and its level design, as well as discuss some elements of game design and environment that influence the perception of levels.
World Structure
The world of Atomic Heart features a combination of linear and open-level design, creating an engaging and multi-layered environment for exploration.
The level design of closed areas in the game stands out particularly well. All story-important complexes are meticulously detailed and have an optimal balance of size. These locations are large enough to be interesting for players to explore but not so vast that a separate menu map is required. It is enjoyable for players to create a mental map of the space in their minds, finding shortcuts, hidden paths, and alternative routes, which provides genuine satisfaction.
In the first third of the game, the focus is on creating an atmosphere of helplessness: the scarcity of resources, gloomy environments, and sudden dangerous encounters in narrow corridors create a sense of tension and anxiety. These elements enhance the feeling of immersion and make exploration thrilling.
The open world in the game, though not very dense, serves an important connecting function between the main zones. The map is huge, with transportation available, but exploration outside the bunkers and quests is mainly about finding crates with materials. It’s evident that the developers want to adjust to the player's pace and give them the choice to complete side missions or continue with the main storyline. Nonetheless, the open world supports the main structure of the game, providing ample space for transitions between key locations and a sense of the world's scale.
Optional polygons are smaller in size and often linear. However, they are compensated by engaging gameplay features that expand on existing mechanics or introduce new ones. These polygons offer additional challenges and rewards, encouraging exploration and adding variety to the gameplay. They provide an excellent opportunity for players to test their skills and earn unique bonuses, making them an important part of the overall gaming experience.
Towards the end of the game, the focus shifts to pure action, with fewer distractions and puzzles, which feels like a breath of fresh air. The developers emphasize this with intense music and confront the player with less formidable opponents, adding dynamism and drive. Unlike DOOM or Prey, which maintain a steady pace throughout the game, Atomic Heart changes its tempo, making the game feel more lively and unpredictable.
The robot ecosystem within the locations represents a remarkable awareness system: cameras detecting you can call for reinforcements, and bees can repair damaged enemies. However, this approach evokes mixed feelings. On one hand, it's easy to avoid robot encounters by simply retreating or dodging. On the other hand, actively engaging with this system can become tiresome due to the constant arrival of new bots. This ecosystem is most effective in the first semi-open location, where there's a certain degree of openness without fully transitioning into an open world, yet not confined to closed levels either.
In Atomic Heart, there are unique episodes that immerse the player into a state of limbo. From a level design perspective, these moments not only diversify gameplay but also allow for deeper exploration of the protagonist's personality. These segments seamlessly integrate into the plot, adding intrigue and offering a glimpse into the world through the eyes of the hero. This approach to level design helps maintain player engagement and enhances the overall gaming experience.
Navigation
Navigation is the ability for a player to move efficiently through the game world and find the necessary path, helping them understand where they need to go.

To denote game mechanics in the game, color coding is used. Using two different colors to indicate the same function can confuse players. A more effective solution would be to use a darker shade of yellow for all areas where the player can climb, to prevent misunderstandings and improve the clarity of the game environment.
The game excellently visualizes the danger zone created by aggressive wheeled robots. They not only move quickly across the level but also leave distinct tire tracks behind them. This detailed effect not only enhances the sense of realism in the game world but also allows players to clearly see the area they should avoid or interact with cautiously.
In the game, inaccessible doors are effectively shown, clearly marked with locks indicating their locked status. Some doors are placed in poorly lit areas, making them less noticeable to players.
You can see an example where characters can serve as a guide, intuitively telling you where to move on. This not only helps the player navigate in space, but also enhances engagement in the gameplay, making it more natural and organic.

I like that the safe rooms with saving and Eleanor are scattered throughout the open world, providing players with opportunities to save, restock supplies, and take a breather. The entrances to the polygons are also clearly marked, helping players easily find these important points in the world.
Sometimes, navigating the open world by car can be inconvenient. Thin trees, which appear fragile, turn out to be insurmountable obstacles, despite being able to drive through large bushes. Additionally, in some areas, the car can get stuck permanently, which significantly complicates movement.
There is a moment in the game where lit areas lead to dead ends, offering nothing useful. This is disappointing and does not meet player expectations. It would be better to add some loot or remove the lighting so that these areas do not attract unnecessary attention.
There are unmarked paths in the game, which are simply dark passages, significantly slowing down the game pace. Such areas lead to confusion and slow progress as players are unsure where to go next.
The entrance to the theater is extremely inconspicuous, as it is located below eye level and in the shade, making it difficult to spot from certain angles. To improve visibility, a canopy could be added, supplies placed nearby, a fence installed at the steps, or another noticeable structure used, standing out through shape, color, or lighting.
Additionally, the game uses markers that sometimes do not indicate the path but simply denote the final goal. While they are often helpful, such markers are frequently seen as the cheapest way to guide the player, which breaks immersion. Level design should aim to motivate the player through the environment. Instead of markers, more natural elements, such as standard doorways, could be used to guide the player.
At the beginning of the Vavilov location, there is a moment that demonstrates problems with navigation and readability. Right after entering, the player's attention is drawn to a hanging corpse, followed by a scripted scene with Vovchik. This visual and narrative element effectively directs the player forward. However, immediately to the right, there is an inconspicuous save room that is not highlighted and can be easily missed. This becomes problematic as, upon death, the character respawns at the beginning of the location.
After fighting with two "belyashi," the door opens when you approach it closely. However, this was enough for me to discover a closed door after the battle and start looking for another way out.
In the beginning of the game, players are taught that lasers pose a danger, showing a scripted scene where a staff member dies. Immediately after this, the player gains the ability to pass through lasers, albeit with taking damage. However, in the open world and in some areas of the complex, these red beams no longer cause damage and prevent passage. To avoid confusion, it could have been visually distinguished these lasers by changing their color to gray, black, or another bright and light shade, which would also stand out from the overall environment.
Use of mechanics
In the game, the ability "Shock" finds repeated and diverse applications. This adds interest and depth to gameplay since "Shock" can be used not only to open doors but also to solve puzzles, damage enemies, and perform many other actions.
In the game, the tutorial at the beginning is well executed, featuring parkour elements. Right from the start, contrasting yellow elements on a gray wall attract attention. The protagonist mentions their intention to climb the wall barehanded, with a hint that interactive elements are highlighted in yellow. This makes it easy to identify traversal paths, alternating between vertical and horizontal sections. The game also showcases animations of hazardous zones with the Drill, but it's possible for a player to enter a hazardous zone without noticing it. Upon encountering a narrow space for the second time, it becomes clear that the robot cannot pass through, giving the player time to retreat.
On some levels, there are interesting and memorable solutions thanks to interactive arenas. For example, you can activate a mechanism to damage a boss, shatter a chandelier that collapses onto enemies, or use vehicles moving along a specified trajectory to knock down opponents. These elements blend organically into the environment and don't stand out, allowing players to feel clever and satisfied after using them.
It was interesting to climb into the ventilation shafts, but disappointing that they weren't alternative paths. Only in a few places could you bypass the main path because of blockages. It would be exciting to see the possibility of hacking to open up additional paths, adding a foam gun like in Prey. For example, creating specific types of polymers to lay down alternative paths, building ladders, stopping mechanisms, or closing off dangerous areas.
I really enjoyed the large variety of interesting puzzles, especially compared to other games. The game features tasks involving reaction, code picking, plumbing, ball mazes, and more. They diversify gameplay and make it more engaging.
Some other abilities can be used in the game, for example, telekinesis. With it, you can control magnetic doors, strike objects, distract cameras, and much more. This allows for different approaches to solving puzzles and completing levels, making the gameplay more varied.
I liked the mechanics of controlling specific areas. With their help, you can deactivate robots, lower grids, sometimes allowing access to additional zones. You can also look through cameras, open doors, and activate mechanisms. All of this makes the gameplay very engaging. I hope that in the future these mechanics will continue to evolve, allowing players to solve puzzles using them.
In the game, there is an ability to pick locks, but there are many doors that may appear interactive from a distance but are not, especially in the open world. Techniques could be used to visually indicate that a door is inaccessible, such as by barricading it, without drawing attention.
In the game, there's an ability to sneak up behind enemies and disable them, but further use of this mechanic is hindered because enemies are often grouped together, making it difficult to approach without risking detection and attack.
Moving balls with telekinesis often becomes challenging due to obstacles that can hinder or trap the ball. For example, in the level with the boiler, a door obstructs the path, requiring it to be opened to proceed. It's not always immediately clear where exactly to take the balls, especially when the endpoint is in another room.
After pushing the ball, it was unclear that it wouldn't continue moving on its own through the pipe. Perhaps avoiding room divisions or making the ball visible in the pipe could have helped players understand what to do next. Also, on one level, I left a candle, thinking there was no passage, but the candle easily passed through the texture.
Readability
Readability is the ability of the player to quickly and easily understand what is happening in the game and how to interact with its elements, helping the player to understand what they can do.

In the game, you may encounter interactive objects such as loot shelves or chatterboxes that display a pickup icon, but in reality, they cannot be interacted with. Similarly, there is condensed milk that cannot be picked up; it simply lies as an art object.
It's interesting to see that the boss arenas in Atomic Heart aren't just empty fields but are filled with various interiors. This not only adds to the atmosphere but also maintains the speed and dynamics of the battle for both the player and the boss. For example, in one of these arenas, there are bushes that can be passed through, which looks logical and organically fits into the environment.
In the beginning of the game, there's a scripted scene where Vovchik breaks a window, creating the impression that it's possible for the player to do the same. However, when the player tries using the axe, they can't replicate this action. To solve this issue, replacing the windows with more reinforced ones or adding a metal grille, as already used elsewhere in the game, could be a viable solution.
There's a moment when we need to climb up, and using the Beluga is suggested. Its appearance seems impassable, and I was looking for a way around it. However, it turned out that you can pass through the Beluga's nose. Even after we lowered the Beluga ourselves, this wasn't immediately obvious.
Some areas may appear visually passable but the character cannot jump or crawl through them. It's important to consider scale and either clearly mark such areas as inaccessible or widen them to allow passage.
In the game, there are polymers that effectively guide the player and indicate when they can be used, often serving as art elements. This helps the player not to rush towards every polymer expecting it to be passable. However, sometimes certain polymers may look attention-grabbing and appear interactive, which can be confusing. Even if an interactive object is inaccessible, players may still attempt to reach it. Additionally, there are invisible walls.
Research
Research is certainly encouraged. If you take a slightly different path or solve a puzzle, you often can find a chest or some loot.
The game features excellent level design that encourages exploration. Particularly impressive is the "Semennoy fond" with its unusual vertical structure. There are numerous paths to explore, each unique. Chests serve as great incentives to investigate every corner. This area also includes loader robots that can ambush players, adding an element of surprise and challenge. Some areas allow the use of polymers, while in others, players must rely on parkour, making each playthrough diverse and engaging.
The open world of the game presents a challenging environment for exploration and movement due to the large number of robots and repair bees. Although they can hinder exploration, the game provides the ability to temporarily disable robots in an area, allowing players to explore the world calmly and study its details.
It's interesting to occasionally read computer logs to learn more about the world. In one of them, it's mentioned that in case of an emergency, all records should be deleted. In the next room, there are several computers, and you check the first one, finding nothing on it, just like the others. This saves us from reading a prepared text and adds to the narrative, showing that it's a secretive object.
Yes, collecting loot is convenient, but it could become a powerful motivator for players by telling stories based on where it's located in interesting places. Loot could reveal what happened in a specific area or who lived there. Almost all weapons are crafted at Eleanor's, which is linked to the ability to easily change combat style by exchanging resources.
Visual storytelling
At the beginning of the game, we explore the peaceful Chelyomei, where one can see advanced technologies in use and observe how people rely on them. Robots perform heavy physical labor, freeing people to engage in science and creativity. This utopian picture underscores a highly developed society where technology not only facilitates daily life but also enables humanity to strive for new scientific achievements.
The game uses a variety of storytelling techniques through the environment. People demonstrate scientific progress, create mini-models of some complexes, allowing them to understand the structure of incredible structures. During the game, guided tours are organized, telling about robots and their functions. At the end, the alternative functions of robots are revealed. Short stories about past events are also presented on the memorial of memory, which helps to create a complete picture of the world of the game and its history.
I liked how the presence of Comrade Lyutyagin, a robot with an eternal engine, is justified in the game. His role and creation story add depth and realism to the game world. Comrade Lyutyagin was created for tasks requiring high automation and continuous operation. His eternal engine makes him a tool on production lines.
Level logic
Puzzles in Atomic Heart impress with their quality and variety, surpassing many other games. Found throughout the polygons in the open world, they resemble shrines from The Legend of Zelda: Breath of the Wild.
In the game world, there's a well-thought-out ecosystem: if a camera detects your presence, it can call for reinforcements, and if a robot is destroyed, a bee may fly in to repair it.
In some arenas, you can encounter interactive environments that assist in combat without being too obvious and fitting naturally into the setting. For example, you can use looping loading robots to knock down an enemy, activate a mechanism to raise an object from the ground that deals damage upon collision, or drop lamps on a boss. This makes the player feel smart and satisfied with their actions.
In the open world, there are devices that allow interaction with the environment, such as opening locks and gates. This adds to the immersion.
In the game, cutscenes are organically introduced, often through interactions rather than just triggers that the player passes through. The player initiates the event by pressing a button, making it clear that control will be taken away not during gameplay. This can involve opening doors, starting mechanisms, and other similar actions.
There are frequent issues with save points in the game, especially in the open world. Players feel pressured to find a safe place to save their progress. For instance, when a player dies to a Belyash, they respawn at the arena, unable to prepare beforehand by collecting health kits or changing equipment. These options only become available after the previous save. If a player misses a rest room, as shown in the photo, the nearest save point might be much further away. It is crucial for the save point in the room to allow a quick return to the boss without the need for extensive backtracking. Another notable example is for achieving the alternative ending: players have a save only after the Rose fight, forcing them to listen to numerous dialogues again, which adds unnecessary frustration.
In the game's open world, there are numerous robots that can respawn thanks to special repair bees. This mechanic adds depth and realism to the gameplay, making the world feel more alive and dynamic.
Levels often present situations where dialogues or monologues overlap when transitioning from one zone to another. This might be related to the triggers we pass through. It could be improved by checking the state of the current dialogue before starting the next one. There are already moments in the game where dialogue continues while you are fighting enemies.

Additionally, towards the end of the game, there is a noticeable abundance of loot, especially after battles. Players might not feel inclined to collect everything, but there's still a sense of missing out. Reducing the amount of loot towards the end would be helpful since it's already abundant. Alternatively, adding more spacious loot chests could minimize the visual clutter caused by numerous small items.
Sometimes there is an opportunity to use clever tactics and climb to a height to shoot at robots, which can feel unfair. However, if the enemy, such as one capable of shooting or a worker with a saw, is able to counter this, then this approach may prove ineffective.
It's best to avoid using hints outright so that players can independently find solutions and feel clever. Sometimes, contrasting colors can naturally indicate which elements are interactive without the need for direct instructions. Additionally, through visual cues and other means, we can subtly suggest when the character is about to climb using their bare hands.
Sometimes there are issues with the musical accompaniment: it starts when the first enemy notices you, but intense combat hasn't started yet. If you kill everyone, there may be one enemy left to find, and while you run around three floors to music but without an enemy, it can create a sense of emptiness or incompleteness in the game's atmosphere.

Additionally, combat arenas often boil down to gathering enemies in one place and shooting them, but the game also encounters dead ends. In my opinion, it would be good to add additional bypass routes so that the player has more tactical options.
Sometimes there are issues with reinforcement on combat arenas: usually, enemies are already positioned in advance, and to create an additional wave, it's necessary to ensure that enemies don't return to the spawn room and instead enter the combat arena guaranteed. I had a situation where Vovchik came out of the door, and I immediately attacked him, causing him to recoil back inside as the door closed, leaving him inside.



Polygon 8 features an unusual level with gameplay involving illuminating puzzles, but it has certain shortcomings. There are too many distracting elements that hinder focusing on the final goal. Additionally, the kill zone that kills upon falling is set too low, contradicting what we are taught about water not causing fall damage. It is recommended to deepen the floor and use water only near submarines, as well as make interactive elements for passage more noticeable, for example, highlighting a yellow pipe. At the end of the polygon, there is a lift that does not attract attention and takes the player upstairs to two belugas, potentially causing the main golden looter to be missed.
Atmosphere
Atomic Heart is a game that impressed me with its unique atmosphere created by the developers. It intertwines Soviet aesthetics and culture with elements of retro-futurism, creating a visually striking experience. I was mesmerized not only by the flawless depiction of times and locations but also by the magnificent music playing at every step. Encounters with propaganda posters and monuments, including Lenin, alongside the blend of Soviet architecture with futuristic elements, left an indelible mark on my perception of the game world.
Atomic Heart from the very beginning conveys a festive atmosphere through various scenes: robots putting on shows, people enjoying time at cafes and taking photos, workers showcasing modern technologies in the printing industry. Players have the opportunity to interactively engage with characters: learning about achievements from workers, hearing stories from robots, enjoying lemonade, or chatting on vintage telephones.
This atmosphere not only immerses players in the game world but also allows them to gain a deeper understanding of the context and lives of the characters. Attention to detail and interactivity make the experience of "Atomic Heart" captivating.
The atmosphere of those times, grocery stores with Soviet decor, goods, and details reminiscent of everyday life in the USSR. Bus schedules at stops create a sense of a living world. Enterprises and kiosks, preserving Soviet design and architecture, make the environment authentic and rich. These elements, including street kiosks, signs, and graffiti, bring the game world to life, enhancing immersion and making exploration more interesting and captivating.
There are toys familiar to many from real life that add a nostalgic element. In a world where Soviet aesthetics meet futuristic technologies, such details help create contrast and enhance the overall sense of the unusual happening. This makes its world more vivid and recognizable.
In the game, there are elements typical of the Soviet era, such as posters, furniture, TVs featuring "Nu, Pogodi!" and much more. These details effectively create the atmosphere and immerse the player in an authentic setting.
The game accurately conveys the ominous atmosphere of its levels, thanks to corpses and occasional scenes of personnel murder. However, the feeling that events unfolded instantly is emphasized by computers, chattering devices, and corpses. By the beginning of the game, all the staff is already dead, depriving the player of the opportunity to feel regret for them. I believe that adding more live characters to the locations, struggling or encountering robots, would give the game more dynamics and drama. Nevertheless, I liked the idea of 'talking corpses,' which stimulates the imagination. The game features worthy examples of addressing this issue, such as using chattering devices or speaking corpses, which complement past events and enrich the atmosphere.
It's fascinating to observe the approach in the boss fight with Natasha: she's illuminated by spotlights, robots dance nearby, and Petrov himself remarks that it's a performance, adding to the atmosphere. This reminded me of the battle in 'BioShock' with Sander Cohen, where spotlights also highlighted us, creating a show-like atmosphere.
Unfortunately, some levels suffer from monotony and uniformity. Long, flat corridors and spaces that are fully visible at first glance quickly become tiresome. Numerous locations created with a linear and grid-based approach do not contribute to interest and engagement. It would be more interesting if larger areas left unknown corners.
In some places, architectural decisions are surprising. For example, a freight elevator leads directly into a room with a tiny door instead of being integrated into a wide corridor, which creates a sense of uncertainty about the room's purpose.
There are empty spaces that are completely devoid of content. This can be disappointing for players who invest time and effort exploring such areas, hoping to find something interesting or useful, only to discover emptiness instead. It undermines motivation for further exploration, leaving players feeling unrewarded and potentially impacting their overall impression of the game.
At times, cosmetic errors can be encountered. Unconsciously, players constantly compare virtual and real realities, so any inaccuracy in the game immediately triggers a subconscious feeling of mismatch. Simply put, the easier it is to detect the falsehood of the game world, the harder it is for a person to accept it and emotionally engage in what is happening on the screen. There are examples where objects intersect with each other. In some places, broken terrain can be fixed using ready-made models, such as rocks or smoothed surfaces.
Wow moments
Wow moments are key scenes within a level that are scripted to impress and capture the player's attention. These scenes are characterized by their spectacular visuals, brightness, and dynamism, making the gameplay experience more captivating. Additionally, these moments can include impressive and memorable architectural elements that also play a significant role in creating a unique atmosphere within the game.
In the game, there is a lot of diverse and colorful imagery that has undergone a significant transformation. Initially, the project featured a frequently grey concrete world, but thanks to the developers' persistent work, it has been complemented by bright, memorable details.
Conclusion
Atomic Heart is a true marvel that stands out among other games. Years of high expectations have been justified thanks to the developers' hard work. The game offers an engaging gameplay experience and allows players to fully immerse themselves in the authors' vision. Although compromises may be necessary in the game, they do not detract from enjoying its gameplay. I eagerly await the continuation and hope that the game will continue to delight people around the world.
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