The bottom line
Naughty Dog guides players with cues built into the level itself, using composition tricks from art and in-world landmarks from Disneyland. This lets linear games skip compasses and waypoints while keeping the pace fast and the world feeling bigger.
Key takeaways
- Players can be guided by subconscious cues hidden in the level design. 1:17
- Naughty Dog, Valve and That Game Company all use this approach instead of maps, arrows or special vision modes.
- Designer Emilia Schatz calls it very much a game in psychology: work out what the environment tells the player.
- Light, motion, colour and framing pull the eye toward the right path. 1:58
- Light draws players like moths when the surroundings are dark. Birds that fly off in the direction Drake must go add motion that points the way.
- Mirror's Edge uses red, Uncharted and The Last of Us use yellow, and Tomb Raider uses white to mark what matters.
- Distant landmarks give players a goal to move toward. 5:12
- Disney put a giant castle in the middle of Disneyland to lure visitors in. Designers call this trick a "weenie".
- Characters keep pointing at far-off towers, trucks and bridges, which then loom over the skyline.
- Hidden guidance makes a linear game feel bigger and keeps it moving. 6:33
- Side paths lead to dead ends, but players who stumble on new content assume every door leads somewhere.
- Uncharted is meant to be a rip-roaring adventure, and hunting for the next door in every room would kill that pace.
- These cues really work, and designers can test them. 7:17
- Turn off runner's vision in Mirror's Edge and the game becomes hard to finish without getting lost.
- Naughty Dog's squint test, from the Crash Bandicoot days, checks that the critical path is the most dominant thing in each scene.
The secret is that Naughty Dog, and other developers like Valve and That Game Company, is telling you exactly where to go, but using subconscious clues that are hidden in the level design itself.
Mark Brown
Chapter summaries
0:00 Why linear games need guides
| Interface aids | Level-design cues | |
|---|---|---|
| Examples | Waypoint, compass, floating arrow | Light, colour, motion, landmarks |
| Where it lives | Overlaid on screen | Inside the game world |
| Player awareness | Obvious instruction | Subconscious nudge |
| Pace | Stops to check | Keeps moving |
| World feel | Plainly linear | Bigger, less linear |
Keeping players on course is so hard that most linear games rely on clunky navigation aids.
- Most developers turn a chase into a cutscene or add a navigation tool. 0:22
- The Uncharted 3 rooftop chase through Colombia, with young Drake, is fully playable.
- Elsewhere, players would keep missing jumps, falling off roofs or getting caught.
- The usual crutches are a waypoint, a compass, a floating arrow, a survivor's vision or an ethereal space snake thing.
- Other equally linear games name the way at every step.
- Uncharted and The Last of Us run start to finish without a map.
1:58 Framing, rules and camera in the chase
Framing, guiding lines, game rules and the camera all pull the player along the intended path.
- Frames and lines mark the path. 2:20
- Pillars and a wall make a portal around the lit window.
- A line down the middle of the roof leads the eye.
- Painters and photographers use guiding lines. Level designers can't fix a viewpoint, so they only suggest a path.
- Art director Erick Pangilinan (2010 GDC): defining a clear path is really important, and busy schedules make noisy, confusing levels easy.
- He separates ground from boundaries and puts shapes mid-path as stepping stone cues.
- Rules, affordances and the camera nudge the player too. 3:36
- Enemies you can't fight push you away, and collectibles pull like bread crumbs.
- A ramp invites a jump, and the camera keeps the next goal centred.
- Players can still move the camera freely. The game rarely takes control away entirely.
- Here the enemy forces the player right, the way the birds point.
4:08 Colour, sound and weenies
A contrasting colour, a sound or a distant landmark can pull players along the path without any interface.
- Contrast makes one element stand out from the rest of the scene. 4:11
- The guiding lines point up, so the windowsills that break that direction get noticed.
- A bright, contrasting colour works only if the other colours in the stage are carefully considered.
- Negative space can also form an attractive portal that draws the eye.
- Audio helps too. The TV speakers heard in the room at the start of The Last of Us add to the pull of its light.
- Landmarks give players a fixed point to work towards. 5:27
- Characters keep pointing at a truck, a tower, a building or a bridge ahead.
- The Citadel in Half Life 2, buildings in Mirror's Edge and the mountain in Journey do the same job.
- Disney's castle also lets visitors always find their way back to the middle of the park.
- Some guidance is plain: arrows on signs or painted on the ground.
6:08 Testing the tricks and using them
These techniques can be tested, and they serve tone and viewpoint as well as navigation.
- Designers can check their cues by watching players and by squinting. 6:13
- Observing random players moving through a level shows whether the cues work.
- Even light and colour on interactive spots is worth borrowing.
- In the squint test, designers squint and see if the critical path is the most dominant thing in each scene.
- The same tools shape tone, attention and viewpoint. 7:33
- Colour sets the mood of a level as well as highlighting platforms.
- Motion keeps the player looking in the right direction.
- Frames in the level give the best view of an important scene.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Linear games can guide players without compasses or waypoints by building the guidance into the level itself, using light, composition, motion, colour, sound and landmarks. The Uncharted 3 rooftop chase makes it worth watching, because it shows how many of these quiet tricks stack up in one short scene.
More from Game Maker's Toolkit · The whole library, and ask it anything