TY - GEN
T1 - Where am I? Design Pointers for Enhanced Spatial Orientation in 3D Games
AU - Feichtinger, Christian
AU - Lankes, Michael
N1 - Publisher Copyright:
© 2025 Copyright held by the owner/author(s).
PY - 2025/5/9
Y1 - 2025/5/9
N2 - Ensuring that players can orient themselves within 3D game worlds is critical for maintaining immersion and enjoyment. While prior research has examined spatial cues—such as landmarks, boundaries, and color gradients—no unifying reference guide tailored to level designers currently exists. We synthesize insights from psychology, environmental psychology and human-computer interaction (HCI) to propose a structured set of visual cues that enhance spatial orientation (SO). Based on studies classifying cues by properties like geometric appearance and their interrelations, we provide practical pointers for player guidance across small and large environmental scales. Our approach bridges theoretical models of spatial knowledge—such as Lynch’s cognitive maps and Chan et al.’s landmark taxonomy—with actionable techniques for crafting navigable 3D spaces. By integrating design elements of different perspectives, designers can balance navigational clarity with opportunities for exploration. This work addresses the need for systematic, evidence-based guidance, while also laying groundwork for adaptive in-game assistance, inclusive design considerations, and deeper analytics in assessing SO across diverse game genres.
AB - Ensuring that players can orient themselves within 3D game worlds is critical for maintaining immersion and enjoyment. While prior research has examined spatial cues—such as landmarks, boundaries, and color gradients—no unifying reference guide tailored to level designers currently exists. We synthesize insights from psychology, environmental psychology and human-computer interaction (HCI) to propose a structured set of visual cues that enhance spatial orientation (SO). Based on studies classifying cues by properties like geometric appearance and their interrelations, we provide practical pointers for player guidance across small and large environmental scales. Our approach bridges theoretical models of spatial knowledge—such as Lynch’s cognitive maps and Chan et al.’s landmark taxonomy—with actionable techniques for crafting navigable 3D spaces. By integrating design elements of different perspectives, designers can balance navigational clarity with opportunities for exploration. This work addresses the need for systematic, evidence-based guidance, while also laying groundwork for adaptive in-game assistance, inclusive design considerations, and deeper analytics in assessing SO across diverse game genres.
KW - spatial orientation
KW - wayfinding
KW - visual cues
KW - 3D level design
KW - immersive navigation
UR - http://www.scopus.com/inward/record.url?scp=105007413262&partnerID=8YFLogxK
U2 - 10.1145/3723498.3723826
DO - 10.1145/3723498.3723826
M3 - Conference contribution
SN - 9798400718564
T3 - Proceedings of the 20th International Conference on the Foundations of Digital Games, FDG 2025
BT - Proceedings of the 20th International Conference on the Foundations of Digital Games, FDG 2025
A2 - Pirker, Johanna
A2 - Kayali, Fares
A2 - Spiel, Katta
A2 - Harrer, Sabine
A2 - Harrer, Sabine
A2 - Khalifa, Ahmed
A2 - Barros, Gabriella A.B.
PB - Association for Computing Machinery
CY - New York, NY, USA
ER -