”Moving games into the third dimension introduced a new challenge for game designers: player-controlled perspective, and the host of problems associated with it. One of those problems is guiding the player’s eye. How can you direct them toward the next objective? How can you make them notice special events and clues? How can you ensure that they’re facing the right direction at the right time?”
Sivulla myös muita hyviä juttuja luettavaksi.
http://gangles.ca/2009/05/26/guiding-the-eye/
Archive: https://archive.is/6qGJm