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Spatial Communication in Level Design - Dreams

Talkat Develop:Brighton Digital 2020 · 2020-11-02..11-04· [game-development]
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slides:none on file

A playable Dreams blockout demonstrates practical level techniques: start by placing player and a distant objective (a lighthouse) so the designer builds between A and B, use blocked sightlines to force movement, tear down walls for interesting barriers, and employ one-way valves and shortcuts to control flow. Other tools shown: privileged vantage points, converging alternate routes, parallax for depth cues, clear affordances (pipes, doors), safety nets for retries, problem→solution ordering, pinch points to frame shots, and building on uneven terrain to create richer spaces.

AI-written summary · about

  1. 0:00Introduction
  2. 1:27Importance of blockouts
  3. 3:03Setting clear goals
  4. 5:27Motivating movement
  5. 7:12Creative environmental design
  6. 8:56Tension and release
  7. 10:44One-way valves and perspectives
  8. 12:37Illusion of choice
  9. 13:56Guiding player attention
  10. 16:01Affordances and mystery
  11. 17:41Creating shortcuts
  12. 20:34Using pinch points
  13. 21:57Building vocabulary
  14. 23:44Communicative blockages
  15. 26:12Iterative furniture placement
  16. 27:38Puzzle ordering
  17. 29:17Puzzle communication
  18. 32:17Letting players get lost
  19. 34:22Building on uneven terrain
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