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THE EMPIRE COMMAND
THE EMPIRE COMMAND
1.1 Spatial Communication in Level Design

1.1 Spatial Communication in Level Design

THE EMPIRE COMMAND
THE EMPIRE COMMAND
  • Spatial Communication in Level Design
  • Blockout = Maximum information for minimum effort
  • Present a clear objective
  • Motivate movement
  • Tear down walls
  • Reveal information through new perspectives
  • One-way valve
  • Present a privileged perspective
  • The illusion of choice
  • Attract the players attention
  • Parallaxing environments
  • Affordances communicate function
  • Creating mystery
  • Create shortcuts
  • Pinch Points
  • Build a vocabulary
  • Safety nets
  • Adding temporary Furniture
  • Problem, solution ordering
  • Let the player get lost
  • Build on uneven terrain

Spatial Communication in Level Design

A breakdown of Level design by Peter Fields

Blockout = Maximum information for minimum effort

  • Communicates important gameplay information to your team
  • Gets to a playable state as quickly as possible.
  • Simple structure for quick iteration and to accommodating changes.

Present a clear objective

  • Removes blank canvas syndrome
  • Helps set up sight lines
  • Gives the player a clear objective

Motivate movement

  • Block the players sightlines
  • Make them move around to gather information

Tear down walls

  • Still prevents players escaping
  • More visually engaging
  • Opportunities to reinforce the players goal

Reveal information through new perspectives

  • Create small pockets of tensions
  • then release the tension in surprising ways.
  • Keep the player engaged and on their toes.

One-way valve

  • Gently nudges the player forwards
  • Helps prevent players from getting too lost.
  • Creates a more manageable play space.

Present a privileged perspective

  • Study environment and form plan from safety
  • Player pushes forwards when they are ready
  • Difficult to learn a layout under stress

The illusion of choice

  • Multiple routes that converge on a single point
  • Unlikely player will see all routes
  • Makes a space feel larger then it really is

Attract the players attention

  • Movement will catch the players eye
  • Light makes geometry easier to read
  • Sound will draw the players attention

Parallaxing environments

  • Provide depth cues as the player moves
  • makes it easier to judge distance
  • creates a dynamic image

Affordances communicate function

  • Doors and archways afford moving into a new space
  • Steps afford climbing
  • Recognizable forms like these are strong attractors to players.

Creating mystery

  • Door slightly ajar tells the player it can be opened.
  • Door blocks view so player cant see what is behind it.
  • Things the player assumes exists, but can’t see creates curiosity and mystery
Seed ideas but don’t give information to players

Create shortcuts

  • Allows access to earlier areas even when using one way valves
  • Players to circumnavigate previous challenges
  • Makes space feel more accessible and believable

Pinch Points

  • Control the players movement and therefore their camera
  • Show the player something important
  • Doesn’t take control away from player

Build a vocabulary

If you don’t have that vocabulary to play with, the player cant make assumptions that we cant subvert or give payoff.
  • Building on ideas that have taught the player
  • Use these ideas to seed plans in the players mind
  • Satisfaction in both seeing these plans be subverted or play out as expected.

Safety nets

  • Restarts break immersion and flow
  • Keep the player in the game as much as possible
  • Doesn’t compromise or undermine the challenge

Adding temporary Furniture

  • A space always feels larger when empty
  • Art will inevitably be added to space
  • Make sure your space is large enough to accommodate both gameplay and art

Problem, solution ordering

  • Try to ensure player recognizes the problem before they find solutions
  • Confusing for players if they discover information out of order
  • Can make puzzles feel redundant.

Let the player get lost

  • Getting lost creates tension in the players journey
  • Finding where you are again is satisfying
  • Constantly knowing where you are kills tension

Build on uneven terrain

  • Force interesting architectural compromises
  • Looks more natural and visually interesting
  • Encourages designers to build off the grid

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