Dishonored 2 · Dishonored
The Clockwork Mansiondraft
A mansion whose rooms physically reconfigure at the pull of a lever, plus a hidden interstitial layer between the walls where the machinery lives. It is the most literal argument in games that a level can be a mechanic rather than a container.
- Year
- 2016
- Platform
- PC, PS4, Xbox One
- Genre
- Immersive sim
- Layout
- hub-and-spoke
- Engine
- Void Engine
- Designers
- Arkane Studios, Dana Nightingale
Layout notes
Levers reconfigure the mansion into distinct room states, so the same physical volume presents several different floorplans. Slipping into the machinery between walls bypasses the intended states entirely, giving a second, hidden topology layered over the first.
Intensity curve
Space graph
The level as places and the connections between them. Left to right reads as progression, top to bottom as elevation. Dashed outlines are optional spaces; select any space or callout to read it.
Select a space, a connection, or a callout to read it. 8 spaces, 10 connections, 5 callouts on this level.
Read the graph as a list
Spaces
- Between the walls secret, optional
- Upper floors room, critical
- Mansion approach entry, critical
- Entry hall room, critical
- Lever atrium hub, critical
- Guard hall arena, critical
- Jindosh's chamber arena, critical
- Exit exit, critical
Connections
- Mansion approach → Entry hall path
- Entry hall → Lever atrium path
- Lever atrium → Guard hall path
- Lever atrium → Upper floors path
- Lever atrium → Between the walls path
- Guard hall → Jindosh's chamber path
- Upper floors → Jindosh's chamber path
- Between the walls → Jindosh's chamber one-way
- Jindosh's chamber → Exit path
- Entry hall → Upper floors sightline
Techniques
- Multi-route paritytopology
Stealth, combat, powered and powerless routes are each fully authored through the mansion, including distinct paths to Jindosh himself.
- Gatingtopology
The lever states are soft gates: they shape which rooms exist right now, but the between-walls layer lets a player who understands the system ignore the intended sequence.
- Foreshadow the destinationguidance
Jindosh's position and the mansion's upper floors are glimpsed through shifting geometry well before access, so the objective stays oriented as the space rearranges.
- Sightline controlguidance
Room transformations change what is visible mid-play, which means the level actively edits the player's information rather than merely restricting it.
Notes
The graph shown is one room state flattened into a single topology, which is the honest limit of the current schema. The lever configurations are the outstanding gap: the vocabulary can say that the between-walls layer bypasses the mansion, but not that the mansion has several floorplans in the same volume. Propose a schema change before building it.
Sources
- gdc-talkArkane Studios talks on Dishonored level design
- interviewDana Nightingale interviews on building the Clockwork Mansion