Today we’re zooming way out, and designing an entire encampment. And though that might seem like a departure from the previous challenges, it goes to show how versatile design principles can be. To help sculpt these floor-plans, I’ll demonstrate the gestalt principle of ‘enclosure’. Using enclosure, you’ll help players quickly make sense of their surroundings.
Additionally, this challenge encourages the idea of ‘experiential design’. Unlike a real city which might sprawl and meander, your city is purpose-built for an audience of 1: the player. And though it might give the impression of a city, it’ll function more like an attraction at Disney World; funneling the player down a carefully considered path.