Symbols and Visual Language

also known as: Visual Design

Classification

  • #method
  • #medium/visual
  • #roles/designer #roles/artists
  • #used-by/designer #used-by/artist
  • #tools/digital #tools/non-digital

Intent

  • Visually communicate intentions to the player.
  • Focus the player’s attention.
  • Teach the player game mechanics.

Problem

  • As a designer, you want to find a way to show the player which mechanics can be used and when (both in and outside of a tutorial level).
  • How do you guide a player through a puzzle when certain mechanics are needed at specific points?
  • How do you assist players who have difficulty navigating, climbing buildings, or adjusting to the difficulty level?

Solution Approach

  • Utilize prefabricated assets as symbols that repeat throughout the level whenever a particular mechanic is required.
  • Guide the player through the level with visual cues.
  • Use symbols as a teaching method:
    • Introduce them in tutorials and early levels, connecting them to specific mechanics (e.g., a question mark block in Mario signifies the ability to jump against it and receive a reward).
    • Repeating these symbols reinforces the learning process.

Application

Input

  • A map or level-in-progress (optional but beneficial).
  • Fixed decisions on game mechanics.

Application

  • Create environmental symbols that guide the player through the level, provide hints about certain mechanics, etc.
    • Ensure each symbol has a unique appearance that distinguishes it from similar environmental elements.
    • Repeat each symbol to help the player learn when and how to use them.
  • Introduce symbols used for teaching in the first levels or tutorial levels and repeat them to reinforce learning.

  • Strategically place symbols and visual cues in later levels.
    • Consider creating a schedule or Pacing Diagram exclusively for visual cues.
  • Plan your level’s puzzles and labyrinths with these symbols and visual cues.
    • Position them strategically.
    • Implement the “Rule of Thirds” by dividing the screen into three sections vertically and horizontally. Place elements along these lines to focus the player’s attention on key objects.
      • For example, “Journey”(2012) positions the player character on the first vertical line, covers the bottom third with a sand dune, and places the mountain (the game’s destination) in the center for a visually striking image.

  • Collaborate with the artist team to create these assets.
    • Ensure symbols are clearly distinguishable from other assets (e.g., consider making an interactable door 3D to stand out from the 2D background).
    • Utilize basic color theory and high-contrast elements to make assets stand out.
    • Employ the concept of framing, using surrounding elements to direct the player’s attention to important objects (e.g., trees framing a storytelling-important statue).

Output

  • Symbols and visual cues as prefabricated assets for use in actual level construction, Asset.
  • Possibly, a schedule indicating when to incorporate each asset/visual cue, Timeline.

When to Use It

  • In the game development process during level design.
  • After deciding on game mechanics.
  • When considering level aesthetics.

Relevant Roles Using This Model

  • #roles/designer Designer #used-by/designer
  • #roles/artists Artist #used-by/artist

Relevance in the Following Processes

Applicability

  • Finding a balance between providing too much and too little guidance to maintain the game’s challenge is essential.

Pros and Cons

Pros:

  • Clear communication with the player.
  • Reduces player frustration when they understand what to do.
  • Simplifies wayfinding by using symbols as guides.

Cons:

  • Symbols may blend with the environment if not distinguishable, leading to player frustration.
  • Risk of overengineering by overwhelming the level with visual cues.
  • Striking the right balance between assisting and challenging the player can be challenging.

Relation with Other Methods

Examples

  • Mario Tutorial Level introduces symbols and visual cues that are repeated over the whole game (Source: Totten 2019 - An Architectural Approach of Level Design, p. 174) (Source: Super Mario Bros. 1985)

  • The climbable walls in Tomb Raider are introduced early in the game and somewhat distinguish themselves from other rocks (Source: Tomb Raider, 2011)

Relevant Tools

Relevant Literature

Totten 2019 - An Architectural Approach of Level Design p.169-184

Super Mario Bros., 1985

Tomb Raider, 2011

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