Principles:
observational->strategical->navigational
Environmental sign posting
Visual language
Lighting
Geometry
Animations
Colour
clarity/flow(natural)
Confusing can be fun?
Explicit
Cut scenes
NPC directions
Physical signposts
Implicit
The bit the players figure out
Emergent
The story the player makes up in their head
Mise-en-scene (environmental narrative)
Nebula missions
Parallel missions
“The human mind enjoys processing patterns for storage and retrieval later”
Learn -> play -> challenge -> surprise
Rollercoasting pacing
Predictable
Inconsistency is fun
Paradigm disruptions
“Go big or go home” - Joe
“Real life sucks” - Joe
Visible influence
risk vs. reward
Modular
Bidirectional level design
Non-linear objectives (bad bad)
ART
Architectural theory
Spacial empathy
Tight corridors
Mazes
Wide open spaces
Scaling tall objects
Seeing rewards in distance
Space transition
Lies
Subject = mechanic
Composition = narrative
Medium = level
Showcase your mechanics