Journey by @thatgamecompany! A classic game that has no real HUD, instead relies on the use of diegetic UI and is a masterclass on environmental navigation.

I'll break down the following aspects of the GIF: Landmarks, architecture, light and motion. #leveldesign
Landmarks: The over-arcing goal of the game is to ascend the mountain. Throughout the game it can be seen. It's a progress marker and aids player orientation. You know where you are in relation to the mountain. Lost? Look for the mountain. These are weenies #disneylandcastle
Architecture: The buildings are not on the direct path to the objective. The world around is baron so they stand out. Ruins act on players curiosity and desire to explore. The ruins seem inspired by Greek/Arab design, with the pillars framing the way forward acting as a door.
Light/colour: The sun frames the final objective perfectly, which helps create negative light and space that highlights the players path. The architecture to the left is the standout in the composition, drawing the player's eye. Dark and light is equally effective with context.
Motion: Perhaps the most obvious aspect of this composition is the only moving piece besides the player. It drags the players camera with it, following it's path. It screams FOLLOW ME. One big long arrow across the sky. Without the rest of the scene , would you go to the origin?
If people haven't played this game, especially Level Designers, it not only creates the illusion of an open world, it encourages the player to wonder freely while making sure they know exactly where they should go. Highly recommend playing this one!
Hopefully, this was an interesting one, perhaps a tad simpler than the last. If anyone has any recommendations for what to do next let me know!
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