Verticality & Sight Lines

Verticality is the use of height - how videogames exploit the up-down axis for gameplay, navigation, and meaning.

Sight lines are what you can see from where you are - how visibility is controlled to guide attention, create anticipation, and manage information.

Together, they're fundamental to 3D level design.

Practice - what you do

Why Verticality Matters

The vertical axis does things the horizontal can't:

Power Dynamics

High ground = advantage in most videogames. Looking down on enemies vs. looking up at threats creates different feelings.

Discovery

Climbing to see more. The vista from the peak. Dropping into the unknown.

Navigation

"I need to get up there" is clearer than "I need to get over there somewhere."

Variety

Horizontal-only spaces get monotonous. Verticality creates interest.

Types of Verticality

Type Player experience Example
Ascent Climbing, progress, revelation Hiking up in Celeste, tower climbs
Descent Delving, danger, commitment Dark Souls descent to Blighttown
Layered Multiple levels to navigate Dishonored's multi-story buildings
Hub Central vertical space connecting areas Metroid Prime's vertical shafts
Arena Combat space with height variation Halo's multi-level arenas

Designing Verticality

Establish the Vertical Goal

Show players where they need to go vertically. A tower in the distance. A light above. A pit below.

Make Height Readable

Distinct visual treatment for different elevations. Players should know what level they're on.

Provide Landmarks

In vertical spaces, horizontal landmarks aren't enough. Distinctive elements at different heights.

Consider Camera

Some camera angles handle verticality poorly. Top-down struggles with layered spaces. First-person handles it naturally.

Design for Movement

How does the player traverse vertically? Jumping? Climbing? Elevators? Flight? The traversal mechanics shape what verticality means.

Sight Lines

Sight lines are what the player can see from any given position.

Control of sight lines = control of information = control of experience.

Long Sight Lines

You can see far. Creates:

  • Anticipation (I can see what's coming)
  • Goals (I can see where I'm going)
  • Vulnerability (enemies can see me too)
  • Scale (the world feels big)

Blocked Sight Lines

You can't see around the corner. Creates:

  • Mystery (what's there?)
  • Tension (threat could be anywhere)
  • Surprise (reveal around the bend)
  • Intimacy (the world feels close)

Controlled Reveals

The sight line opens at a specific moment. Creates:

  • Vista moments (you emerge and see the landscape)
  • Dramatic reveals (the boss appears)
  • Teaching moments (you see the solution before you can reach it)

Sight Line Techniques

The Weenie

Disney Imagineering term: a tall, visible landmark that draws you forward. Breath of the Wild's towers. The Citadel in Half-Life 2.

The Denied View

You can almost see something, but not quite. A window that shows only a glimpse. Creates desire.

The Frame

Architecture that frames a view. A doorway, a window, an arch. Focuses attention on what's framed.

The Turn

Corners and bends that block sight. Every corner is a potential reveal.

The Overlook

A position where you can see an area you'll later traverse. Creates anticipation and aids navigation.

Verticality + Sight Lines

The most powerful level design combines them:

  • Climb to overlook: Ascend to gain information about the space below
  • Descend into unknown: Sight lines blocked as you go deeper
  • Spotted from above: High enemies see you before you see them
  • The vista moment: Emerging from a confined space to see the vertical world spread before you

Dark Souls' Firelink Shrine is a masterclass: you can see places you'll visit dozens of hours later. The sight lines create the world before you traverse it.

See Also

Glossary Connections

  • Weenie - visible landmark drawing player forward
  • Vista - dramatic revealing view
  • Sight Line - what's visible from a position