Spatial Communication

Spatial communication is how level design talks to the player - guiding attention, suggesting paths, establishing importance, all without words.

Space isn't neutral. Every room, corridor, vista, and dead end is saying something. The question is whether it's saying what you intended.

Practice - what you do

Space as Language

Level design is communication design. You're trying to tell the player:

  • Where they are
  • Where they can go
  • Where they should go
  • What matters
  • What's dangerous
  • What's safe

You do this through the arrangement of space and the objects within it.

The Vocabulary of Space

Framing

What you put in the player's line of sight. A doorway frames what's beyond. A window frames a destination. A narrow passage focuses attention.

Contrast

Difference draws the eye. A red door in a gray room. A lit area in darkness. An open space after tight corridors.

Scale

Size indicates importance. A huge door suggests something significant behind it. A tiny crawlspace suggests secret.

Repetition

Patterns establish expectations. Repeated columns create rhythm. Breaking the pattern draws attention.

Landmarks

Distinctive, memorable elements that help orientation. The Citadel in Half-Life 2. The volcano in Breath of the Wild.

Lines

Leading lines - paths, edges, beams of light - direct the eye. Railway tracks, rivers, rows of pillars.

The Critical Path

The critical path is the route through the videogame. Spatial communication should make it findable without making it compulsory.

Techniques:

  • Light the critical path more brightly
  • Make it wider or more inviting
  • Place it in the player's natural eye line
  • Use enemies or pickups as breadcrumbs

Danger: If the critical path is too obvious, the world feels like a corridor. If it's too hidden, players get lost.

The art is making the critical path feel discovered rather than prescribed.

Negative Space

What you don't put in a space matters.

  • Empty rooms feel ominous or contemplative
  • Missing objects (gaps in a lineup, empty pedestals) suggest something was taken
  • Blocked paths show where you can't go, defining where you can

Teaching Through Space

The best tutorials are levels that teach without text.

World 1-1 of Super Mario Bros. teaches:

  • Run right (empty left, enemies from right)
  • Hit blocks (first block has a mushroom)
  • Avoid enemies (Goomba in your path)
  • Jump (first pit requires it)

No text. Just spatial arrangement.

Principle: Put players in situations where the correct action is the natural action.

Orientation Systems

Players need to know where they are. Spatial communication supports this through:

Technique How it works
Distinct zones Each area looks different (ice level, fire level)
Visible landmarks You can always see the mountain
Sightlines You can see where you came from, where you're going
Logical geography The world makes spatial sense
Environmental cues Moss grows on north sides, water flows downhill

Disorientation is sometimes the goal (horror, maze puzzles). But it should be chosen, not accidental.

See Also

Glossary Connections

  • Critical Path - the main route through a level
  • Weenie - Disney term for a visible landmark that draws you forward
  • Leading Lines - visual elements that direct the eye