Talk: Puzzles to be explored but not solved: Designing ambiguous navigable worlds
Speaker: Alexander Muscat
How can we create worlds to be explored but not fully understood? This talk discusses how to design game levels for experiences of exploration and curiosity by introducing spatial ambiguity. Focusing on the design of award-winning WORLD4, a multi-view exploration game where players chart out a layered abstract world, I will describe an alternative approach level design by reframing game levels as something to be scrutinised and understood.
By presenting multiple design strategies designers can learn how to heighten player perception and vary navigation, seed uncertainty and encourage investigation, and subvert expectations to create surprise and foster interpretive readings. Through these insights attendees may build an understanding in how to enrich their own designs for exploratory and narrative player experiences.
Game Connect Asia Pacific 2019: Lighting The Way
Game Connect Asia Pacific is Australia's premier games development conference and a part of Melbourne International Games Week.
Situated in Melbourne, Australia during October, GCAP is world-renowned for its talks, collaboration, expression, networking and inclusive environment.
Video courtesy of GCAP and the Game Developers' Association of Australia.