I know that one of the key elements of level design is using landmarks and guiding the player. Some people use symbols and icons to point the player in the right direction, while others rely more on lighting and interior design.
I decided to combine both approaches. Since this is a horror game with escape elements, the player has to look for keys and open different doors. To keep things from getting confusing, I did not try to reinvent the wheel and simply added matching icons and colors.
At the same time, when it comes to showing where the player can go, where they can climb over something, or what areas deserve more attention, I use more classic methods like bright visual elements and lighting.
What do you think?



















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