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Elevations & Player Visibility

๐ŸŽ๐Ÿ“ - ๐„๐ฅ๐ž๐ฏ๐š๐ญ๐ข๐จ๐ง๐ฌ ๐š๐ง๐ ๐๐ฅ๐š๐ฒ๐ž๐ซ ๐•๐ข๐ฌ๐ข๐›๐ข๐ฅ๐ข๐ญ๐ฒ In previous posts about navigable levels, I've often been asked whether elevation changes and ramps significantly affect player's perception. The short answer is yes; ramps are also a design tool! By using ramps, we can guide the player's attention, control their visibility, and carefully pace their movement through the environment. This helps us tell a story through the space itself. In the sketch I'm sharing today, I illustrate two scenarios (extreme case examples) where elevation is used to craft different gameplay dynamics.In simple terms, the key elements of a route that we see in these examples are:- Where the player is (๐Ž๐ซ๐ข๐ ๐ข๐ง),- Where they need to go (๐Ž๐›๐ฃ๐ž๐œ๐ญ๐ข๐ฏ๐ž),- The surrounding navigable areas near the objective (๐‹๐จ๐œ๐š๐ญ๐ข๐จ๐ง),- And the path to reach the objective (๐๐š๐ญ๐ก).๐ˆ๐ง ๐ญ๐ก๐ž ๐Ÿ๐ข๐ซ๐ฌ๐ญ ๐ฌ๐œ๐ž๐ง๐š๐ซ๐ข๐จ, the objective is positioned beyond an upward […]

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Level Exploration: The Closest Unexplored Area in Sight

๐Ÿฌ๐Ÿฐ - ๐—Ÿ๐—ฒ๐˜ƒ๐—ฒ๐—น ๐—˜๐˜…๐—ฝ๐—น๐—ผ๐—ฟ๐—ฎ๐˜๐—ถ๐—ผ๐—ป: ๐—ง๐—ต๐—ฒ ๐—–๐—น๐—ผ๐˜€๐—ฒ๐˜€๐˜ ๐—จ๐—ป๐—ฒ๐˜…๐—ฝ๐—น๐—ผ๐—ฟ๐—ฒ๐—ฑ ๐—”๐—ฟ๐—ฒ๐—ฎ ๐—ถ๐—ป ๐—ฆ๐—ถ๐—ด๐—ต๐˜ While level exploration is not an exact science and every player behaves differently, there are general behavior patterns that can be considered when designing a free-navigation level. Players tend to be attracted to areas they perceive will provide the greatest and most immediate reward.In this example, the player needs to find and collect 4 boxes in any order. The question is: ๐˜„๐—ต๐—ฎ๐˜ ๐—ฝ๐—ฎ๐˜๐—ต ๐—ฑ๐—ผ ๐˜†๐—ผ๐˜‚ ๐˜๐—ต๐—ถ๐—ป๐—ธ ๐˜๐—ต๐—ฒ๐˜† ๐—ฎ๐—ฟ๐—ฒ ๐—บ๐—ผ๐˜€๐˜ ๐—น๐—ถ๐—ธ๐—ฒ๐—น๐˜† ๐˜๐—ผ ๐˜๐—ฎ๐—ธ๐—ฒ ๐˜๐—ต๐—ฟ๐—ผ๐˜‚๐—ด๐—ต ๐˜๐—ต๐—ฒ ๐—น๐—ฒ๐˜ƒ๐—ฒ๐—น? The player has the following information:๐Ÿญ. ๐—ช๐—ต๐—ฎ๐˜ ๐˜๐—ต๐—ฒ๐˜† ๐—ฐ๐—ฎ๐—ป ๐˜€๐—ฒ๐—ฒ๐Ÿฎ. ๐—ง๐—ต๐—ฒ๐—ถ๐—ฟ ๐—บ๐—ฒ๐—บ๐—ผ๐—ฟ๐˜† ๐—ผ๐—ณ ๐—ฝ๐—ฟ๐—ฒ๐˜ƒ๐—ถ๐—ผ๐˜‚๐˜€๐—น๐˜† ๐˜ƒ๐—ถ๐˜€๐—ถ๐˜๐—ฒ๐—ฑ ๐—ฎ๐—ฟ๐—ฒ๐—ฎ๐˜€๐Ÿฏ. ๐—ง๐—ต๐—ฒ ๐—ธ๐—ป๐—ผ๐˜„๐—น๐—ฒ๐—ฑ๐—ด๐—ฒ ๐˜๐—ต๐—ฎ๐˜ ๐˜๐—ต๐—ฒ๐—ฟ๐—ฒ ๐—ฎ๐—ฟ๐—ฒ ๐—ณ๐—ผ๐˜‚๐—ฟ ๐—ฏ๐—ผ๐˜…๐—ฒ๐˜€ ๐˜๐—ผ ๐—ณ๐—ถ๐—ป๐—ฑ ๐—ฎ๐—ป๐—ฑ ๐—ฐ๐—ผ๐—น๐—น๐—ฒ๐—ฐ๐˜The playerโ€™s brain rewards them in two key moments: first, when they locate a box, and second, when they collect it. Interestingly, locating a box but leaving it behind […]

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Designing with Perspective: How Cameras Shape Levels

03 - Designing with Perspective: How Cameras Shape Levels When designing levels, the choice of camera system is a critical factor that shapes not only the technical possibilities but also the artistic direction and, most importantly, the player's perception of the environment. In the image, three distinct urban elementsโ€”represented by differently colored shopsโ€”illustrate how spatial composition shifts depending on the camera perspective.Camera-Dependent Constraints and Opportunities in Level Design:๐ŸŽฅ Top-down 2D- ๐Ÿ›‘Constraints:ย With only one wall facing the camera, composition is more restricted. This requires careful design to ensure that the limited perspective feels natural on screen.- ๐ŸŸขOpportunities:ย Despite these limitations, top-down views allow for highly abstracted environments, where composition plays a key role in guiding the player. This perspective is ideal for puzzle-based gameplay or minimalist design.๐ŸŽฅ Isometric- ๐Ÿ›‘Constraints:ย The addition of depth introduces challenges with occlusion and visibility, particularly in complex, multi-layered […]

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The 5 Ingredients of Game Town Design

02 - The 5 Ingredients of Game Town Design Continuing the series on urban design for game environments, let's start with the basics: theย 5 elements of city image from Kevin Lynchโ€™sย "The Image of the City"โ€”a foundational text for urban planners and a must-read for anyone looking to build a solid background in urban design. This classic framework can be effectively applied to designing towns and cities in video games, focusing on how players perceive, recognize, remember, and navigate your town.Hereโ€™s how these elements translate into game design:- ๐Ÿ›ค๏ธ Path:ย The routes players take through the townโ€”main streets, alleyways, and roads. These paths are subject to hierarchy, which weโ€™ll discuss another day, but they should always be unmistakable and recognizable (excluding secret paths and other rule-breaking for gameplay purposes).- ๐Ÿšง Edge:ย Boundaries that define areas within the town, such as walls, rivers, or […]

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The Building Pie

01 - The Building Pie In my last post, I shared some personal notes on the key elements that make a building recognizable and functional in a game environment. Today, Iโ€™m introducing the first tip in a series: โ€œThe Building Pieโ€โ€”a simple yet effective framework for designing urban buildings that are easily identifiable and interactive, even with minimal detail.Hereโ€™s a quick breakdown:A - Street Level: The tallest floor, essential for shaping the urban play space and player interactions. This level not only serves as the foundation for gameplay but also defines the negative space in the surrounding environment, making it an integral part of the cityโ€™s design.B - Floors: Repeated layers that establish rhythm, scale, and the overall profile of the building. These floors also play a crucial role in defining the shadows cast at street level, setting the mood […]

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Urban Environment Design: Personal Notes

Urban Environment Design: Personal Notes Not long ago, while working with my colleague Paolo Vicenzi on finding the right art direction for a highly stylized city builder prototype, we discussed the fundamental elements that help players recognize a structure as a building and read urban environments, even when the art style is exaggerated or cartoonish.This is the original sketch I made during our conversation to illustrate this idea. (Obviously, I didnโ€™t draw it to share publicly, but I think it still makes sense even out of context.) I recently came across it and thought it could be the start of a very interesting personal project.This post is the first in a series where Iโ€™ll be sharing sketches and tips on designing urban environments that are (1) Recognizable, (2) Easily Navigable and (3) ImmersiveStay tuned!Translation: 1. Box 2. Box with holes […]

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The line between work and passion is incredibly thin.

Sometimes the line between work and passion is incredibly thin. Especially in an industry like ours, where the "product" we create and sell is all about enjoyment and fun. The distinction often lies in timing and perspective.For instance, if I take out a box of Lego pieces and start building a castle dungeon, at age 8, itโ€™s simply seen as playtime. Fast forward to age 28, and this same activity can be clearly recognized as level designing and pure dedication to one's work and professional growth. And if youโ€™re a bit older, the circle closes and you may find yourself blending both worlds and using your work tools to bring a premium touch to today's session of Gloomhaven.In either case, the photo would be quite similar.To be honest, I'm a bit unreasonably proud of the upgraded experience I created in […]

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