How to use Affordances and Signifiers in Level Design
Vložit
- čas přidán 21. 08. 2024
- This episode is all about what expectations players have when interacting with your levels, the difference between affordances and signifiers and examples of how they can be applied to your levels
------------------
If there's any particular level design content or principles you'd like to see in the future, please drop a comment!
Do you find this content useful? Please subscribe and share this content with your friends, colleagues or classmates :)
The consistency in signifiers allows the player to speak the games’ language 😮
That sounds like something Tommy Norberg would say 😁
@@timdoesleveldesign does he make videos on level design?
@@decarrioden3445 Not that I know of, but he teaches level design and is working on a book. You should check him out on twitter. Posts really cool stuff :)
@@timdoesleveldesign will do!
The vertical bar on doors is a classic. Cheers for the explanations.
Being consistent leads to build a visual dictionary
Heard a bit of Don Normal "The Design of Everyday Things," in this. Nice job as usual. I like your videos.
Thanks! And for sure! Norman really helped bring behavioural psychology and design practices into the video game design field 🙂
Amazing, your insight is invaluable
Excellent video Tim!! I really liked it!
Much appreciated! I'll be adding a bunch more introduction videos to several level design topics over the course of the next months :)
@@timdoesleveldesign looking forward to it! Your insights are really interesting!
my adhd ass almost left at the 15 seconds long title-intro
nic