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Today we’re zooming way out, and designing an entire encampment.  And though that might seem like a departure from the previous challenges, it goes to show how versatile design principles can be.  To help sculpt these floor-plans, I’ll demonstrate the gestalt principle of ‘enclosure’.  Using enclosure, you’ll help players quickly make sense of their surroundings.  

Additionally, this challenge encourages the idea of ‘experiential design’.  Unlike a real city which might sprawl and meander, your city is purpose-built for an audience of 1: the player.  And though it might give the impression of a city, it’ll function more like an attraction at Disney World; funneling the player down a carefully considered path.

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AuthorMatt Kohr