How to use Affordances and Signifiers in Level Design

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  • Опубліковано 4 лют 2025

КОМЕНТАРІ • 15

  • @woodchi
    @woodchi Рік тому

    The vertical bar on doors is a classic. Cheers for the explanations.

  • @decarrioden3445
    @decarrioden3445 7 місяців тому +1

    The consistency in signifiers allows the player to speak the games’ language 😮

    • @timdoesleveldesign
      @timdoesleveldesign  7 місяців тому +2

      That sounds like something Tommy Norberg would say 😁

    • @decarrioden3445
      @decarrioden3445 7 місяців тому

      @@timdoesleveldesign does he make videos on level design?

    • @timdoesleveldesign
      @timdoesleveldesign  7 місяців тому

      @@decarrioden3445 Not that I know of, but he teaches level design and is working on a book. You should check him out on twitter. Posts really cool stuff :)

    • @decarrioden3445
      @decarrioden3445 7 місяців тому

      @@timdoesleveldesign will do!

  • @Sandra-hc4vo
    @Sandra-hc4vo 3 роки тому +4

    Heard a bit of Don Normal "The Design of Everyday Things," in this. Nice job as usual. I like your videos.

    • @timdoesleveldesign
      @timdoesleveldesign  3 роки тому +2

      Thanks! And for sure! Norman really helped bring behavioural psychology and design practices into the video game design field 🙂

  • @attben
    @attben 3 роки тому +3

    Amazing, your insight is invaluable

  • @manu3dart
    @manu3dart 3 роки тому

    Excellent video Tim!! I really liked it!

    • @timdoesleveldesign
      @timdoesleveldesign  3 роки тому +1

      Much appreciated! I'll be adding a bunch more introduction videos to several level design topics over the course of the next months :)

    • @manu3dart
      @manu3dart 3 роки тому

      @@timdoesleveldesign looking forward to it! Your insights are really interesting!

  • @maxpitta
    @maxpitta 10 місяців тому

    Being consistent leads to build a visual dictionary

  • @iden1168
    @iden1168 3 роки тому +1

    nic

  • @IstyManame
    @IstyManame 6 місяців тому

    my adhd ass almost left at the 15 seconds long title-intro