Guidelines for signage in linear 3D games
Karling, Fia (2025)
Karling, Fia
2025
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2025052315308
https://urn.fi/URN:NBN:fi:amk-2025052315308
Tiivistelmä
Video games often utilise different methods of wayfinding to help players navigate. While some research has been done into guiding players through environments, information about the use of signs is limited. However, signage could be used both as navigational assistance and for improving environmental storytelling.
The objective of the thesis was to create guidelines assisting game designers in creating signage for games. To accomplish this, information was gathered about signage used both in real life and in games. The thesis focused on navigation in 3D linear games set in urban environments. The reasoning being that linear games are better suited for guidance through signage compared to other parts of wayfinding. Similarly, urban environments are a better fit for signage than natural settings.
The study was accomplished through qualitative methods. First, a literature review was conducted to explore already existing procedures for creating signage. Followed by reviewing three case study games for their use of signage. Last, a comparative analysis was used to identify the differences in navigational tools between the case studies.
The study revealed what game designers should consider when creating signage. The results were compiled into a list of guidelines. In future game projects, the usage of the guidelines will help in creating effective and immersive signage.
The objective of the thesis was to create guidelines assisting game designers in creating signage for games. To accomplish this, information was gathered about signage used both in real life and in games. The thesis focused on navigation in 3D linear games set in urban environments. The reasoning being that linear games are better suited for guidance through signage compared to other parts of wayfinding. Similarly, urban environments are a better fit for signage than natural settings.
The study was accomplished through qualitative methods. First, a literature review was conducted to explore already existing procedures for creating signage. Followed by reviewing three case study games for their use of signage. Last, a comparative analysis was used to identify the differences in navigational tools between the case studies.
The study revealed what game designers should consider when creating signage. The results were compiled into a list of guidelines. In future game projects, the usage of the guidelines will help in creating effective and immersive signage.