How to Use Composition and Cues to Guide the Player

First published as The Acagamic Tip Tuesday #1 on acagamic.com. Edited for this archive.

Use artistic composition and environmental cues to guide players smoothly through your game.

Shadow of the Tomb Raider paints climbable walls and jungle paths.

In Shadow of the Tomb Raider, the level designers use painted areas to lead the player along walls and through the jungle.

Joel carries Sarah across a dark rooftop in The Last of Us toward a lit gap in the wall.
Light marks the way forward in The Last of Us.

Light is one of the strongest ways to guide players through a level. The Last of Us does this well: shiny objects usually point in the direction the designers want players to go.

Boards and lanterns hang at swinging distance in Uncharted.

The arrangement of prefabs in Uncharted levels always hints at where to go next. In the clip above, the boards and lanterns sit at exactly the right swinging distance.

The Citadel tower looms over City 17 in Half-Life 2.
The Citadel in Half-Life 2 is a weenie: a landmark that pulls players across the city.

Many games use weenies, a term from Walt Disney Imagineering for distant landmarks that draw people toward them. The Citadel in Half-Life 2 is a famous example. A weenie foreshadows something exciting that the player will reach later, and it keeps them moving toward it.

Bonus video




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