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Category: Visual Language
Posts: 2


GDC 13: Empowering the Player in a Story-Rich World: Co-Directing Dishonored
Posted by on June 23rd, 2016

GDC 13: Empowering the Player in a Story-Rich World: Co-Directing Dishonored

In categories: Choice, Design Directions, Design Principles, Design Workflows & Techniques, Environment Storytelling, Gameplay, GDC Vault, Goals, Level Geometry, Linear Progression, Making Of, Navigation, Non-Linear Progression, Playstyles, Rules, Story, Systems, Tutorials, Visual Language, Websites, World Design

Push & Pull: The Art of Guiding Players Through The Environment
Posted by on June 22nd, 2016

Push & Pull: The Art of Guiding Players Through The Environment

In categories: Affordance, Boundaries, Breadcrumbs, Clutter, Color, Composition, Continuity, Familiarity, Goals, Interface, Landmarks, Layout Types, Lighting, Navigation, Negative Space, Perception, Player Control, Scale, Simplicity, Theme, Vantage Point, Visual Language

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