*Header Image Credit: Thomas Simonet
In this presentation Mark Drew from CMD:Studio travels through the far reaches of the galaxy investigating the bad architectural decisions that science fiction ship boulders have taken and looks back into how games can implement better level design tips to make the places between places (aka corridors and hallways) present themselves as a more natural space to the player and remove the cognitive dissonance found in many games.
Follow Next Level Design
Join the Forum: http://www.nextleveldesign.org/index.php?/register/
Follow us on Twitter: https://twitter.com/NextLevelDesig2
Discuss on Discord: https://t.co/hkxwVml0Dp