u/dr_twan_

Image 1 — Indoor Level Prototype - Player Guidance Through Minimal Spatial Cues
Image 2 — Indoor Level Prototype - Player Guidance Through Minimal Spatial Cues
Image 3 — Indoor Level Prototype - Player Guidance Through Minimal Spatial Cues

Indoor Level Prototype - Player Guidance Through Minimal Spatial Cues

An indoor level prototype focused on guiding player decisions through minimal spatial cues. Navigation and choice are communicated through scale, light, and spatial contrast, without relying on UI or explicit direction.

  1. Diagram of the player's movement path from room 'A' to room 'B', where the player intuitively chooses room 'B' rather than room 'C'.

The space of room 'B' is larger, brighter, and more spacious. The color is warmer. This intuitively nudges the player toward choosing the passage to room 'B' rather than the narrow space of room 'C'. Additionally, from room 'A' to the 'choice point', we move through a narrow corridor (which also creates discomfort). The player seeks a more comfortable state.

  1. The passage into room 'C' is slightly smaller than the passage into room 'B'. Above the passage into room 'C' there is an additional volume (mass), which also creates a feeling of discomfort.

  2. In room 'B', 'windows' are additionally placed, which also serves as a contrast compared to room 'C' and the corridor leading to the choice point. It also acts as an accent reinforcing the correctness of the player's decision.

u/dr_twan_ — 4 days ago