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Level Design and Semiotics: Player guidance through signposting 

Level design and Semiotics: player guidance through signposting was part of my Dissertation module.

Abstract

This paper will examine the thought process game designers use in term of level design, how level design can assist a player’s navigation in a game, whilst allowing them to engage with the environment and learn the mechanics of the title.

 

Key terms: Portal, Portal 2, Mirror’s Edge, semiotics, level design, environmental symbols, signposting, player experience

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Artefact was create to test the theory of the literature survey and case studies.

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