Guidance is Hard

What this level design project I’ve been working on for my portfolio has taught me most is that the concept of “Gamer Vision” is very real.

Despite how clever you think your guidance is, anything less than explicit will likely be missed.

I revoke anything I may have said in the past about yellow paint in games.

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Even when given the time to play out, many players seem to completely ignore or talk over the voice lines

Even in this part of my map, I thought it was very clever to have lights, a sound, and even an exploding VFX play when you walked throught the checkpoint.

I wanted to be cute and clever to direct the player’s attention but even if they acknowledged all these effects, the connect between them and the interactable they needed to use in the corner was never made until I made it way more explicit.