
Visual Design Analysis
Through straightforward examples and professional insights, it underscores the importance of employing shapes strategically to create compelling and immersive gaming experiences.

In this first screenshot I see the Breadcrumb principle. These boxes guide the player in the right direction. Without these breadcrumbs, the player could wonder around for a bit. Throughout the level these boxes are present and break up the negative space throughout the level.
In these screenshots, the Visual Language – Shapes is present with these crates as squares which communicates a surface to jump on. This first interacting with crates sets up all the following actions with crates throughout the level. Even if there are crates that don’t look like the first few, the player will still jump on them because they expect something to happen. The sharp angles in the background put the spiky hair from the protagonist in harmony or to give the feeling that the protagonist can handle it. You can also the Breadcrumb principle that leads to the opening of the first level.




In this screenshot, I can see the Visual Language – Shapes (Circles) and Visual Language – Colors. The circle shape represents health, energy and safety. Mixed with the red, orange and yellow coloring, these colors are organized this way to make people think of food and or hungry. This communicates to the player that theses are good for them throughout the game play.

In these screenshots the Visual Language – Colors and Openings Attract. All of the colors on the voodoo mask crate invoke happiness and celebration. Throughout the level the player will get excited when they see them (I know I did!). In this case with the Openings Attracts principle , communicates danger. Throughout the level, these wholes will give the player a challenge and keep them busy.



In these screenshots there is a lot of level design principles present. Visual Language – Shapes, Visual Language – Color, Landmarks and Pinching. First the players have two choices in which to travel. The circle shaped mushrooms communicate to the player that this is the safer route to go. In this since these also act like landmarks, as they are not seen frequently throughout the level. You can also see pinching done with the assets to communicate to the player that these are, two separate paths. Even the placement of the voodoo mask is on the side of the mushrooms, reassuring the character. In this way the player almost trust his or her instincts throughout the level based on what they have seen.





In this screenshot, the Level Design principles of Visual Language – Colors and Movement can be seen present. In this case the crab is moving back and forth and is a reddish orange color that communicates danger to the player. So not only is it moving, but it is also dangerous. The player will pick up on this with any other variation of moving animals. In other parts of the level, turtles moving three dimensional with triangles on their shell can be seen. This also communicates danger to the player.

In this last screenshot, the Visual Language – Color, Visual Language – Shapes Movement and Lighting can be seen. The “cyclone” in front of the protagonist communicates a number of things. The circle or spiral like movement and lighting attract the player and communicate energy, and safety. The fact that it is the only thing that lights up in the level raises high curiosity. In later levels when the player sees these, they will know it is the end of the level when they are reached. And in a since, makes the cyclone feel magical and powerful.
