
For example, if the player is forced to walk through a door, the camera will likely be pointing through the door, so a Vista could be constructed on the other side of the door (since you'd know the most likely direction the camera would be pointed in). Many games take advantage of pinch points, corridors, or other parts of a level that encourage the player to point the camera in a certain direction. That's not the only way they're useful, however. For example, at the beginning of a level (or any other time after a load) the designer has the opportunity to set these things up on frame 1, before the player takes control. Views and Vistas require thoughtful placement of landmarks and focal points and skilful framing of the game's camera, so games most often use these whenever they have an opportunity to control those variables. Often than not, this takes the form of a more specific kind of View,Ī view, especially one through a long narrow avenue of trees or Is set up to ensure players are looking at something important.

I'm referring to any place in a level that View : An arrangement of the camera and level geometry to create a well-constructed view of something important in a level. I like to use all the other methods too (usually layered together), but any design goal I can accomplish during the level design phase is a problem I won't have to solve later in development, when it's more likely to be solved with something more complex and requiring more work (like a cut-scene). Take advantage of what I call Views, and their close cousins, Vistas. The players' attention: by deliberately designing your level to This article, though, is about my favorite way to direct Implement a "look at the cool stuff" button to show important things to players. Players' attention to all the cool things the designer wants them to see. Other games, to give the players more control, The player, and so use cut-scenes (or camera fly-throughs) to direct Players' attention. Some games don't mind taking control away from There are many methods designers use to get

Before we can do any of this, though, we must first know how to direct players' attention towards where we want it to go. Sometimes we want to direct players to their goals, explore the game's story or theme, or build and release tension. Sometimes we want to show off the cool art in our level. As level designers, it is often our job to conveyĪ wealth of information to players for a lot of reasons.
