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The Art of Game Design – A Book of Lenses

The Art of Game Design – A Book of Lenses. Chapter 19. Mats Wouters. Chapter 19. Worlds Contain Spaces. Worlds Contain Spaces. Architecture = controlling a person’s experience Experiences not found in nature ( safety , shelter…) Similarity between architect and game designer.

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The Art of Game Design – A Book of Lenses

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  1. The Art of Game Design – A Book of Lenses Chapter 19 Mats Wouters

  2. Chapter 19 WorldsContainSpaces

  3. WorldsContainSpaces • Architecture = controlling a person’sexperience • Experiencesnot found in nature (safety, shelter…) • Similaritybetween architect and game designer

  4. WorldsContainSpaces • Organizingprinciples: • Linear • Grid • Web • Points in Space • Divided Space • Landmarks make a spacememorable

  5. WorldsContainSpaces • Inner contradictions are at the heart of bad designs! • Excellent design by iteration andobservationabouthowsomething is used

  6. Lens #82: The Lens of Inner Contradiction • What is the purpose of my game? • What are the purposes of each subsystem in my game? • Is there anything at all in my game that contradicts these purposes? If so, how can I change that?

  7. WorldsContainSpaces • 15 Properties of Living Creatures • Levels of Scale • Strong Centers • Boundaries • AlternatingRepetition • Positive Space • GoodShape • LocalSymmetries • Deep Interlock andAmbiguity • Contrast • Gradients • Roughness • Echoes • The Void • Simplicityand Inner Calm • Not-Seperatedness

  8. Lens #83: The Lens of The Nameless Quality • Does my design have a special feeling of life, or do parts of my design feel dead? What would make my design feel more alive? • Which of Alexander’s fifteen qualities does my design have? • Could it have more of them, somehow? • Where does my design feel like my self ?

  9. WorldsContainSpaces • Virtual architecture is oftenimprobable, illogical or impossible • Human mind is weak at translating 3D into 2D • Space is seenrelatively, notabsolutely • Feeling is whatcounts

  10. WorldsContainSpaces • Space out of scale: • Eye height • People anddoorways • Texturescaling

  11. WorldsContainSpaces • Third Person Distortion • Interiorspacescan feel verycrowded in third person • Solution: Scale up the room, scale up the furnitureslightlyand spread it out

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