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Hi, this is Mark Brown with Game Maker's Toolkit,
a series on video game design.
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Near the beginning of Uncharted 3, there's
this awesome section where you're playing
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as a young Nathan Drake and you're being chased
across the rooftops of Colombia. It's awesome,
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specifically, because in most other games
it would simply be a cutscene.
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That's because most game developers would
struggle to make sure the player is always
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going the right way and making the right jumps
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or getting caught by baddies.
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In fact, most developers struggle to let you
move through a static environment, let alone
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an intense chase scene, without some clunky
navigational tool - be it a waypoint, a compass,
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a floating arrow, some kind of supernatural
survivor's vision, or an ethereal space snake thing.
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So how does Naughty Dog do it? How does this
developer let you make your way through the
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whole of Uncharted, and The Last of Us, without
a map, when other equally linear games tell
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you where to go, at every step of the way?
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MONKEY: We're not in the clear yet. There's the way
out.
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The secret is that Naughty Dog, and other
developers like Valve and That Game Company,
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is telling you exactly where to go, but using
subconscious clues that are hidden in the
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level design itself.
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They use tricks to grab your attention and
guide your eye, which are borrowed from artistic
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composition. And they use in-world navigational
aids, which are lifted from Disneyworld.
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"It’s very much a game in psychology," says
Emilia Schatz, game designer at Naughty Dog.
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"You need to figure out what your environment is telling the player"
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"And figure out how you can give the player as much information as possible"
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So let's look at that Uncharted chase scene
again, and see if we can figure out what the
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environment is telling the player here.
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The first eye-catching technique is light,
which is streaming in through this open window.
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Light is the most common and arguably effective
way of guiding the player, because we flock
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to it like moths to a flame. Provided the
surrounding area is dark enough, light sources
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like lamps, car headlights, flames, and sunlight
will always catch the player's attention.
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Here, visual composition tricks are used.
The pillars and wall create a frame - which
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is like a portal that draws that player's
eye to whatever is inside. And in the middle
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is this line which runs down the centre of
the roof.
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Guiding lines are often used in painting and
photography to lead the viewer's eye or focus
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their vision on a specific point. That's harder
for level designers to use as there's no fixed
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viewpoint, but similar techniques can be used
to suggest a path for a player.
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In a 2010 GDC talk, Naughty Dog art director
Erick Pangilinan says "defining a clear path
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is really important and is something we look
at all the time," and he says "When you're
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in a busy schedule it's really easy to create
noisy, confusing environments".
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So he talks about clearly separating the ground
and the boundaries of the level, and says
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"putting shapes in the middle of the path
creates a stepping stone effect that can lead
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the eye through".
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When Drake leaps over the barrier, these birds
fly off. This gives us motion which, in a
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mostly static scene, really grabs your attention.
Things like sparks, flashing lights, and banging
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doors are hard to ignore, and encourage the
player to draw in closer.
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The birds in Uncharted not only do that, but
they fly off in the direction of where Drake
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needs to go next, subtly guiding you to the
right when the more obvious route is to continue
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along the roof.
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Of course, the enemy here will force you to
the right if you weren't already going that
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way. Rules and mechanics can push and pull
the player very effectively - as you'll run
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away from enemies you can't attack, but will
chase down collectibles like they're a trail
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of bread crumbs.
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Down here, we see an example of affordance
in level design. A ramp is there to be jumped
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off, and the player will dutifully play along.
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You can't discount the camera during this
entire section, of course. It swings around,
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keeping your next destination in the centre
of the frame. But you're always free to wiggle
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it about and look wherever you please - the
game rarely takes control away from you entirely.
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Now the guiding lines point up, except for
these windowsills. The contrast in directionality
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makes them stand out - not to mention their
colour. This is another common trick in level
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design - as long as the colours in the rest
of the stage are carefully considered, a bright
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and contrasting colour can really grab your
attention.
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Mirror's Edge famously uses red, but The Last
of Us and Uncharted do the exact same thing
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with yellow. And Tomb Raider paints all its
important elements in white.
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All of these tricks are used to subtly nudge
you through the section and keep you on the
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carefully scripted path that Naughty Dog has
laid out. But it doesn't stop there, as similar
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visual clues are littered throughout the entire
game.
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There are other tricks, too. Like negative
space, which forms an attractive portal. And
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audio can be used, too - everyone goes into
this room at the start of The Last of Us,
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not just because of the alluring light but
because of the distant sound of the TV speakers.
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SARAH: You in here?
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And then there are weenies. That's right,
weenies. This is a technique from Walt Disney,
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who plopped the giant castle in the centre
of Disneyland to lure visitors into the
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centre as soon as they enter the gates, and
give them a navigational aid so they're always
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be able to return to the middle of the park.
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So, characters in Uncharted and The Last of
Us spend half the game pointing at far-off
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landmarks which then loom over the skyline
and give you something to work towards and
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a static position to aid navigation.
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BILL: There's that truck.
ELENA: You see that tower up ahead?
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TESS: There she is. That's our building.
HARRY: There's the tower.
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JOEL: Alright, there's the bridge. That's our way
out of here.
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The same applies to the Citadel in Half Life
2, buildings in Mirror's Edge, and the mountain
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in Journey.
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And then there are arrows. Sometimes hidden
in the game world as props or as markings,
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and sometimes literal arrows, on signs and
painted on the ground that point you in the
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right direction. Hey, that's what arrows are
there for, right?
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You can use all of these examples in your
designs. Even if it's just using light and
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colour to highlight places of interactivity.
You'll need to test that it all works by observing
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random players as they move through your level,
but you can also borrow a clever trick from
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Naughty Dog.
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Back when it was making Crash Bandicoot it
would do something called the squint test,
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where level designers would squint their eye
and see if the critical path through the level
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was the most dominant thing in each scene.
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You may be wondering why a game like Crash
Bandicoot or Uncharted needs to bother with
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all this, when they're already so linear.
And it's true: if you're not going down the
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critical path in these games, you'll often
find yourself at a dead end.
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But that's kind of the point. The game provides
multiple paths for the player, and they feel
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like they have the freedom to explore whichever
they choose. As they always seem to stumble
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upon new content - not entirely aware that
they were subconsciously persuaded to take
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that path or enter that door - it stands to
reason that all the other exits and doors
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lead to new play spaces too.
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It makes the world feel bigger and less linear
than it really is.
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It also helps keep up the pace of the game.
Uncharted is supposed to be a rip-roaring
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adventure, and that would fall apart if you
were struggling to find the next door in every room.
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And, crucially, this stuff just works. And
you can test it for yourself: play Mirror's
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Edge and turn off runner's vision and you'll
see how difficult it is to get through the
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game without these visual clues. If you're
anything like me you'll get lost over and
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over and over again.
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And finally, knowing how to use these tricks
will help other aspects of your level design
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too as they can be used for more than just
navigation. Picking the right colour for your
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level doesn't just help you highlight platforms,
but also set the right tone. Motion can be
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used to make sure the player is looking in
the right direction.
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And frames in the level design ensure the player gets the best viewpoint for an important scene.
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But maybe we'll come back to all that in another
video. Till then, thanks for watching.
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Have you ever seen a game that does something
smart with navigation? Leave a comment below.
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Also, give the video a like, subscribe to
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