https://youtu.be/AKeUZVikPV8

Spatial Communication in Level Design

A breakdown of Level design by Peter Fields

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

Seed ideas but don’t give information to players

Create shortcuts

Pinch Points

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.

Safety nets

Adding temporary Furniture

Problem, solution ordering

Let the player get lost

Build on uneven terrain