Blog Entry 11 - Space Design
- Tianshan Su
- Jan 12, 2023
- 1 min read
Updated: Mar 2, 2023
This week I looked at some spaces that can be used in my design. Different arrangements of spaces can have different functions and give the player different moods.
Space

Linear: one-way, can see everything, suitable for limited scene
Spinal: one-way, can't see unless stop at the entrance of each room, suitable for adding more content
Serial Progression: from a small space gradually to a large space, feeling small and open. On the contrary, it will feel oppressive.
Centric: can see all the things by standing in the middle of the scene, totally exposed
Courtyard: can't see unless entering the rooms. The rooms are in parallel relationships, the player can choose any to enter first
Cloister: the player will see one by one, the box in the middle can block the views and let the player start only from one side
https://www.pinterest.co.uk/pin/651825746086261488/
Entering the Scene

the player can see the path to the next scene, to some extent can make them feel safe and comfortable
symmetrical threshold, an open feeling but less comfortable because the player needs to look both left and right to see everything
entering from one side, the player may feel safe because they are moving along a wall (the wall gives the player a sense of reliability)
entering from the corner, not orderliness, can see everything at a first glance
https://www.pinterest.co.uk/pin/651825746086261718/
Mood & Lines

These are some lines or spaces that express moods.
https://www.pinterest.co.uk/pin/651825746086368519/
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