- 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