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Monday, October 7 • 11:00am - 11:50am
Puzzles to be explored but not solved: Designing ambiguous navigable worlds

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How can we create worlds to be explored but not fully understood? This talk discusses how to design game levels for experiences of exploration and curiosity by introducing spatial ambiguity. Focusing on the design of award-winning WORLD4, a multi-view exploration game where players chart out a layered abstract world, I will describe an alternative approach level design by reframing game levels as something to be scrutinised and understood. By presenting multiple design strategies designers can learn how to heighten player perception and vary navigation, seed uncertainty and encourage investigation, and subvert expectations to create surprise and foster interpretive readings. Through these insights attendees may build an understanding in how to enrich their own designs for exploratory and narrative player experiences.

Speakers
avatar for Alexander Muscat

Alexander Muscat

Alexander Muscat is a designer, researcher, and lecturer in the School of Design at RMIT University.He develops experimental games and holds a PhD in design research that investigates spatialexploration in videogame and level design. His work has been published at conferences includingDiGRA... Read More →


Monday October 7, 2019 11:00am - 11:50am AEDT
Room 105