Vistas
Sightlines & Vista Planning
Section titled “Sightlines & Vista Planning”- First 3D level consideration
- Moving from 2D to player perspective view
- Consider “what player sees at given place”
- Key Vista Considerations
- Information reveal timing
- Establishing focal points
- Player positioning
- Elements:
- Elevation
- 2D plane composition
- Contrast
- Color
- Example Level Vista Points
-
First Major Vista (Gatehouse)
- Shows entire valley
- Displays:
Silhouetted abbey Possible routes Secondary destinations
- Located before one-way cliff valve
-
Decision Point Vistas
- Branch to Abbey/Lakeside
“Make decision now” moment
- Cliff face vs riverside choice
Shows route options clearly
- Branch to Abbey/Lakeside
-
Progress Vistas
- Pre-misdirect view
Shows “almost there” moment Sets up for route change
- Backward view before boss
“Reminds player of accomplishments”
- Final exit vista
Shows completion path
- Pre-misdirect view
Vista planning transforms 2D mapping into 3D player experience. Strategic placement of viewpoints guides player progression while creating memorable moments and clear directional choices.