This cycle will test how spatial layout effects cosiness in a space.
The aim of this cycle is to develop a spatial layout that enhances the cosy atmosphere of the game environment. This involves:
- Researching and analysing the spatial layout of existing cosy games to identify effective layout strategies.
- applying insights from previous experience in 3d environment design and knowledge from the colours cycle, understanding how colours influence perceived space and comfort
- beginning with greyboxing the environment to establish foundational layout and flow.
- Designing spaces that naturally promote feelings of safety and warmth, considering both open vs enclosed spaces and how visual sightlines contribute to comfort.
- Begin 3d modelling core assets during this cycle, gradually building up the space while documenting the iterative design process through screenshots.
abzu
Journey
sky: children of light
a short hike
tiny book shop
Firewatch
Down in bermuda
planet of lana
Composition within a 3d Game Space
I will be following the same research workflow as I did the previous cycle; which is to analyse the layouts of existing cosy games and work that in with my own experience creating 3d game environments, before greyboxing the layout. I will also use knowledge from my previous cycle (colour) to work in the space, as some colours can make spaces feel larger or smaller.
I will work in the spacem reconfiguring arrangements as I go. As I am working, I will observe and assess how layout changes affect perceptions of safety.
When I am finished, I will reflect on my work and identify compositional strategies that enhance cosiness and support the overall visual language.
As part of my creative artefact for this cycle, I will begin creating the 3d environment, adapting the shape and layout as I work and taking screenshots of the iterative process as I work. This cycle will likely take me a while, as I have to 3d model many assets.
I did an analysis of several cosy games that do visual spacing and layout particularly well.
Game | Spatial / Layout Features | How They Support the Cosy / Emotional / Exploratory Intent |
Firewatch | - Relatively open natural wilderness with paths, lookouts, vistas. - Use of elevation & verticality: lookout tower, ridgelines, drop‑offs, etc. - Limited interiors: the tower, small cabins or temporary structures, which feel personal, intimate, full of environmental storytelling. - Vistas and sightlines designed so that natural elements guide view (and thus movement) without explicit markers. | These design choices support immersion, sense of “being in nature”, emotional pacing. By not congesting with interiors and by using open space, the player can feel small, contemplative. The tower becomes a safe “home base”, intimate in contrast. The sightlines and visual cues reduce frustration while preserving a sense of discovery. |
Journey | - Very strong use of wide vistas, distant landmarks, light & color to draw the eye forward. - Level layouts often have ridgelines / ridges, valleys, slope changes, depressions and ascents that give rhythm to the walk. - Minimal obstacles, pathways that sometimes split but converge, use of large open spaces for “rest”, reflection, observing the surroundings. - Moments of verticality or slope that give changing perspective. | These features give a sense of pilgrimage / discovery; pacing is natural (ascent implies exertion, reward with view). The layout supports emotional highs when arriving at vistas, and lows or calm in the valleys or open plains. The landmarks help with navigation and the flow. |
Abzu | - Underwater environments with layered depth: foreground, midground, background, varying light & color to show distance, mood. - Spaces combine open ocean expanses with tighter caverns/ruins / grottoes which encourage exploration. - Movement in three dimensions (not just planar) gives sense of vertical exploration (swim up/down) and depth. - Use of ruins / architectural structures underwater as frames or anchors, giving sense of place. | These allow for relaxing exploration (gliding through open space), interspersed with more intimate, detailed spaces. Depth adds wonder; contrast between open water and enclosed spaces helps pacing. Visual cues (light shafts, schools of fish) help orient and draw the player’s attention. |
Sky: Children of the Light | - Island/sky archipelago style areas: floating isles, separated spaces, each with its theme. - Verticality (flying / gliding) is central; looking down/up matters. - Use of light, cloud, sky volumes to define borders, limits, and guide players. - Progress through unlocking areas, returning to previous areas; visual progress and expectation. - Emphasis on vantage points, places where you can see large spans, rest, socialize. | Good for giving sensation of freedom, marvel. The division into isles means players can focus per area, but flying/gliding connects visually across the whole. The vertical spaces feel more magical. The thematic variation keeps interest. Social spaces benefit from being clearly laid out. |
Planet of Lana | - Combines 2D / side‑scroll‑like movement with layered depth (parallax) to give depth. - Level areas interconnect; there are tighter corridors/ruins alongside more open natural areas. - Use of contrast: light vs shadow, open sky vs enclosed ancient structures, tranquil nature vs more dangerous zones. - Clear paths but with optional detours / hidden details. | The layout supports narrative tension, emotional contrast, balancing moments of calm vs challenge. The optional exploration rewards curiosity without punishing non‑exploration. Visual contrast highlights danger or storytelling clues. The environment itself is character. |
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