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Invisible Intuition:
Blockmesh and Lighting Tips
to Guide Players
David Shaver
Game Designer, Naughty Dog
Who Am I?
David Shaver
@DavidShaver
Overview
• Terminology
• Blockmesh Guidance Principles!
• Bonus Tips!
• Wrapping Up
Terminology
What is “Blockmesh?”
• Blockmesh = Greybox = Whitebox, etc.
What is “Blockmesh?”
• Blockmesh = Greybox = Whitebox, etc.
• Greybox and Whitebox imply a single color – not ideal!
Designer: Emilia Schatz
Level Design Pipeline
Level Design Pipeline
• Environment Type
• Time of Day
• Location in Story
• Available Character Abilities
• Enemy Types
• etc.
• Gameplay and Narrative Beats
Level Design Pipeline
• Environment Type
• Time of Day
• Location in Story
• Available Character Abilities
• Enemy Types
• etc.
• Gameplay and Narrative Beats
Level Design Pipeline
• Environment Type
• Time of Day
• Location in Story
• Available Character Abilities
• Enemy Types
• etc.
• Gameplay and Narrative Beats
Level Design Pipeline
• Environment Type
• Time of Day
• Location in Story
• Available Character Abilities
• Enemy Types
• etc.
• Gameplay and Narrative Beats
Blockmesh Tips!
Blockmesh Tips!
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Affordance
Affordance – “…properties of an object that
define its possible uses or make clear how it can
or should be used.”
https://www.merriam-webster.com/dictionary/affordance
Affordance
• Form implies function
Ladder
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Derek Chatwood
Edges
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: James Cooper
Affordance…in Games
Ramp
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Derek Chatwood
Ramp
Wolfenstein 2: The New Colossus – Machine Games
No Handlebar
Handlebar
Affordance…in Games
• A way to communicate to the player what to play
with or where to go.
Affordance…in Games
• A way to communicate to the player what to play
with or where to go.
• Players learn the affordance rules via consistent
color and shape and a trust contract is formed.
Affordance…in Games
• A way to communicate to the player what to play
with or where to go.
• Players learn the affordance rules via consistent
color and shape and a trust contract is formed.
• Ensure affordances work consistently game-wide.
Affordance…in Games
• A way to communicate to the player what to play
with or where to go.
• Players learn the affordance rules via consistent
color and shape and a trust contract is formed.
• Ensure affordances work consistently game-wide.
• Add to your blockmesh for playtests!
Affordances…in Games
Affordances…in Games
Affordances…in Games
Affordance…in Games
• Ensure affordances use consistent shape & color, fit
game metrics, and the whole team knows it!
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Denying Affordance
• Communicates to the player where NOT to go.
• “Uninvites” the player from going there.
Denying Affordance
• Communicates to the player where NOT to go.
• “Uninvites” the player from going there.
• Contextualize why the player can’t use it/go there!
Denying Affordance
• Communicates to the player where NOT to go.
• “Uninvites” the player from going there.
• Contextualize why the player can’t use it/go there!
• Add to your blockmesh for playtests!
Denying Affordance
Denying Affordance
The Last of Us – Naughty Dog
Designer: Peter Field
Denying Affordance
The Last of Us – Naughty Dog
Designer: Peter Field
Denying Affordance
Denying Affordance
Denying Affordance
The Legend of Zelda: Breath of the Wild - Nintendo
Denying Affordance
Denying Affordance
This side OK!
Nope, other side!
Denying Affordance
BLOCKMESH
EXAMPLE
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Visual Language - Shape
• Shape consistency is important – it communicates
affordance.
Consistent Shape Language
•asdf
Consistent Shape Language
•asdf
Consistent Shape Language
Consistent Shape Language
•asdf
Consistent Shape Language
•asdf
Visual Language - Shape
• Shape consistency is important – it communicates
affordance.
• Primitive shapes have an effect on player psychology.
Visual Language - Shape
• Shape consistency is important – it communicates
affordance.
• Primitive shapes have an effect on player psychology.
• We can use this to guide players!
Visual Language - Shape
Visual Language - Shape
Visual Language - Shape
Visual Language - Shape
Shape Language
•asdf
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Ray Almaden
Shape Language
•asdf
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Ray Almaden
Affordances…in Games
Affordances…in Games
Affordances…in Games
Affordances…in Games
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Visual Language - Color
• Color consistency is important – it communicates
affordance.
Visual Language - Color
• Color consistency is important – it communicates
affordance.
• Color provides context in a blockmesh.
Visual Language - Color
• Color consistency is important – it communicates
affordance.
• Color provides context in a blockmesh.
• Gets the team on the same page without explanation.
The Last of Us – Naughty Dog
Designer: Jacob Minkoff
The Last of Us – Naughty Dog
Designer: Jacob Minkoff
Consistent Color Language
asdf
Affordance…in Games
White Edges
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Derek Chatwood
Affordance…in Games
Green Edges
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Michael Barclay
Consistent Color Language
asdf
Consistent Color Language
asdf
Consistent Color Language
asdf
Consistent Color Language
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Landmarks (aka weenies)
asdf
Landmarks (aka weenies)
• Orients players.
Landmarks (aka weenies)
• Orients players.
• Distant object seen
from many vantage
points in the level.
Landmarks (aka weenies)
• Orients players.
• Distant object seen
from many vantage
points in the level.
• A goal to work
toward.
Landmarks (aka weenies)
• Walt Disney coined
it when his dog
followed a hot dog.
• Castle in Disneyland
is the main weenie
to attract and orient
guests.
Landmarks (aka weenies)
•asdf
The Legend of Zelda: Breath of the Wild – Nintendo
Landmarks
asdf
Landmarks
asdf
Denial & Reward with Landmarks
• Hide landmark for a
while then show it
from different angles
as you approach.
Denial & Reward with Landmarks
• Hide landmark for a
while then show it from
different angles as you
approach.
• “Denial and Reward”
makes the journey
more interesting.
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Openings Attract
• Caves, doors, archways, etc.
Openings Attract
• Caves, doors, archways, etc.
• Often leads to a REFUGE SPACE, which
psychologically feels safe.
Openings Attract
• Caves, doors, archways, etc.
• Often leads to a REFUGE SPACE, which
psychologically feels safe.
• Mystery – “What could be inside?!”
Openings Attract People
Titanfall 2 – Respawn Entertainment
Openings Attract People
Super Mario Odyssey– Nintendo
Openings Attract People
Dragon Quest Builders– Square Enix
Openings Attract People
Bloodborne– FromSoftware
Openings Attract People
Openings
BLOCKMESH
EXAMPLE
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Gates & Valves
• Gates stop progress until conditions are met.
Gates & Valves
• Gates stop progress until conditions are met.
• Valves prevent backtracking.
TOP DOWN
EXAMPLE
Gates & Valves
• Gates stop progress until conditions are met.
• Valves prevent backtracking.
• Both reduce the possibility space and prevent
aimless wandering.
• Great for linear games, but can be sprinkled into
open worlds too!
Gates & Valves
Gates & Valves
Gates & Valves
Gates & Valves
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Light & God Rays
• Movement
Leading Lines
• Lines that draw your eye to
the intended point of interest.
Image Source:
https://digital-photography-school.com/how-to-use-leading-lines-for-better-compositions/
Leading Lines
• Lines that draw your eye to
the intended point of interest.
Image Source:
https://digital-photography-school.com/how-to-use-leading-lines-for-better-compositions/
Leading Lines
• Lines that draw your eye to
the intended point of interest.
• Roads, pipes, cables, etc.
Image Source:
https://digital-photography-school.com/how-to-use-leading-lines-for-better-compositions/
Leading Lines
Titanfall 2 – Respawn Entertainment
Leading Lines
Titanfall 2 – Respawn Entertainment
Leading Lines
Titanfall 2 – Respawn Entertainment
Leading Lines
Leading Lines
Leading Lines
BLOCKMESH
EXAMPLE
Leading Lines
BLOCKMESH
EXAMPLE
Leading Lines
BLOCKMESH
EXAMPLE
Leading Lines
BLOCKMESH
EXAMPLE
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Pinching
• Angle shapes to funnel players to a specific spot.
Pinching
• Angle shapes to funnel players to a specific spot.
• Good for redirection.
Pinching
• Angle shapes to funnel players to a specific spot.
• Good for redirection.
• Great for setting up a reveal.
Pinching
• Angle shapes to funnel players to a specific spot.
• Good for redirection.
• Great for setting up a reveal.
• Depends on your mobility mechanics!
Pinching
The Last of Us – Naughty Dog
Designer: Peter Field
Pinching
The Last of Us – Naughty Dog
Designer: Peter Field
Pinching
The Last of Us – Naughty Dog
Designer: Peter Field
Pinching
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Framing & Composition
• Draws attention to point of interest by blocking
other parts of the image, making it stand out.
Framing & Composition
• Draws attention to point of interest by blocking
other parts of the image, making it stand out.
• Google photography composition techniques – lots
of good websites!
Framing & Composition
• Draws attention to point of interest by blocking
other parts of the image, making it stand out.
• Google photography composition techniques – lots
of good websites!
• Great when combined with Pinching!
Framing
Framing
“It creates a portal that draws the player’s
eye to whatever is inside.” – Mark Brown
Framing
Framing
Framing
Framing
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Breadcrumbs
• Attract/lead the player, a piece at a time, to a goal.
Breadcrumbs
• Attract/lead the player, a piece at a time, to a goal.
• Can be almost anything that draws the eye:
- Stuff that breaks up the negative space of
floor/walls.
- Pickups
- Enemies
- Lit areas
Breadcrumbs
• Attract/lead the player, a piece at a time, to a goal.
• Can be almost anything that draws the eye:
- Stuff that breaks up the negative space of
floor/walls.
- Pickups
- Enemies
- Lit areas
• Usually better to add after early playtests of blockmesh
to see if they are even needed.
Breadcrumbs
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Derek Chatwood
Breadcrumbs
Breadcrumbs
Breadcrumbs
Destiny 2 – Bungie
Breadcrumbs
Super Mario Odyssey– Nintendo
Breadcrumbs
Super Mario Odyssey– Nintendo
Breadcrumbs
The Last of Us – Naughty Dog
Designer: Jacob Minkoff
Breadcrumbs
BLOCKMESH
EXAMPLE
Breadcrumbs
BLOCKMESH
EXAMPLE
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Textures
• Just point the way to go!
• Examples:
- Arrows pointing the way.
- Scrapes on the ground/walls
- Signs,
- etc.
Textures
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Derek Chatwood
Textures
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Derek Chatwood
Textures
UNCHARTED 4: A Thief’s End – Naughty Dog
Designer: James Cooper
Textures
UNCHARTED 4: A Thief’s End – Naughty Dog
Designer: James Cooper
Textures
The Last of Us – Naughty Dog
Designer: Peter Field
Textures
Blockmesh textures!
Blockmesh textures!
Blockmesh textures!
Blockmesh textures!
Blockmesh textures!
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays
Movement
• Use movement to grab the eye.
Movement
• Use movement to grab the eye.
• Examples:
- Big scripted moments.
- Birds
- Spark FX
- Enemies
- Something flapping in the breeze
Movement
• Use movement to grab the eye.
• Examples:
- Big scripted moments.
- Birds
- Spark FX
- Enemies
- Something flapping in the breeze
• Directionality guides the eye to where you want players
to go or what you want them to see.
Movement
Movement
• Doing this in the blockmesh phase is highly
dependant on your game and engine.
Movement
• Doing this in the blockmesh phase is highly
dependant on your game and engine.
• Try to do it anyway for your playtests!
Movement
• Doing this in the blockmesh phase is highly
dependant on your game and engine.
• Try to do it anyway for your playtests!
• Cubes triggered to lerp in a direction or along a
spline will suffice!
Movement
• Doing this in the blockmesh phase is highly
dependant on your game and engine.
• Try to do it anyway for your playtests!
• Cubes triggered to lerp in a direction or along a
spline will suffice!
• Can be a late game bandage for guidance.
Enemies
Blockmesh Guidance Principles
• Affordance
• Denying Affordance
• Visual Language – Shape
• Visual Language – Color
• Landmarks
• Openings Attract
• Gates & Valves
• Leading Lines
• Pinching
• Framing & Composition
• Breadcrumbs
• Textures
• Movement
• Light & God Rays (aka light ray/sunbeam)
Light & God Rays
• Players are attracted to the light.
• God rays draw attention and a line to the goal.
Light & God Rays
• Players are attracted to the light.
• God rays draw attention and a line to the goal.
• Important in blockmesh phase!
Light & Light Rays
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Derek Chatwood
Light & Light Rays
UNCHARTED: The Lost Legacy – Naughty Dog
Designer: Derek Chatwood
Light & Light Rays
Light & Light Rays
UNCHARTED 3: Drake’s Deception – Naughty Dog
Designer: Jonathan Stein
Test Early & Often
• Important to playtest at every stage, but especially
blockmesh stage!
Test Early & Often
• Important to playtest at every stage, but especially
blockmesh stage!
• A good blockmesh should be able to guide the
player without the use of art or lighting.
Test Early & Often
• Important to playtest at every stage, but especially
blockmesh stage!
• A good blockmesh should be able to guide the
player without the use of art or lighting.
• Only playtesting will tell you if your blockmesh is
working.
Test Early & Often
Designing Unforgettable 'Titanfall' Single Player
Levels with Action Blocks
Christopher Dionne (Senior Game Designer, Respawn Entertainment)
https://www.gdcvault.com/play/1025105/Designing-Unforgettable-Titanfall-
Single-Player
Bending the Rules
• If you have established languages and player trust, you can
start to play with their expectations.
Bending the Rules
• If you have established languages and player trust, you can
start to play with their expectations.
• Example: Sometimes, you want to purposely obscure the way
forward.
Bending the Rules
• Sometimes, you want to purposely obscure the way forward or
surprise the player!
• If you have established languages and player trust, you can
start to play with their expectations.
• Don’t break The Trust Contract, but play with it!
• Examples:
DON’T: Have yellow edges that are disabled or are
out of reach.
DO: Have edges that lead to a different place than
the goal.
Bending the Rules
The Squint Test
• Step 1: Squint your eyes and look at the
game.
The Squint Test
• Step 1: Squint your eyes and look at the
game.
• Step 2: Everything will be blurry, but what
stands out?
The Squint Test
• Step 1: Squint your eyes and look at the
game.
• Step 2: Everything will be blurry, but what
stands out?
• Step 3: Adjust your layout and lighting to
highlight what you want players to focus on.
The Squint Test
• Step 1: Squint your eyes and look at the
game.
• Step 2: Everything will be blurry, but what
stands out?
• Step 3: Adjust your layout and lighting to
highlight what you want players to focus on.
• “My professor used to say that squinting can
replace 4 years of art school.” – Ian Milham
Titanfall 2 – Respawn Entertainment
Titanfall 2 – Respawn Entertainment
Titanfall 2 – Respawn Entertainment
Not Exclusive to Games
• Many of these tips are also used in other disciplines
such as photography, psychology, and architecture.
• Here’s an example…
Wrapping Up
#blocktober
#blocktober
• Follow @blocktoberLD
on twitter.
• Start your blockmeshes
NOW to show off in
October! 
References and Further Reading
Why Nathan Drake Doesn't Need a Compass - Game Maker's Toolkit
Defining Environment Language for Video Games - Emilia Schatz, Lead Designer at Naughty Dog
The Invisible Hand of Super Metroid – Hugo Bille
Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted
Way – Richard Lemarchand, USC Professor and former Lead Designer at Naughty Dog
Singleplayer vs. Multiplayer Level Design: A Paradigm Shift - Elisabeth Beinke-Schwartz, Certain Affinity
Uncharted 2: Creating an Active Cinematic Experience - Bruce Straley & Neil Druckman
Any Questions? Contact Info:
@davidshaver
www.davidshaver.net

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