woensdag 14 oktober 2015

Opdracht 3 - Stanley Parable's Level Design

This one was allready pointed out for the player.

Just your typical average pointy corridor with only 1 exit anyhow.

It's like the room was designed to draw you in.

Because of the clear path to follow the player can really see what parts don't belong on it making for a great foreshadowing.

The crowdedness of the left side of the room makes it so that the right sides door becomes much more obvious.

Atleast the button seems friendly and inviting.

It's something about having only on lighted area that allways draws them in.

Sometimes less is better.

I really like how they used the perspective of the crowded area here to direct the player away from the crowdedness.

Geen opmerkingen:

Een reactie posten