Concept

Readability

You might say: spatial legibility, navigational readability

Readability is whether players can understand the space, its objects and where they can or should go.

What it does
Lets art, materials, landmarks and affordances communicate spatial logic without extra explanation.
Ask
Can players tell what matters, what is usable, and where they can go?
Typical
Clear to noisy, from abstract blockout to art-passed scene; consistency matters more than decoration.
Trouble
Visual noise hides routes or interactables; players get lost, misread a door, or cannot distinguish gameplay from set dressing.

Sources

  1. The Level Design Book, Environment Art, Environment Art, ReadabilityReadability is about whether the player can walk around your level and read what they are looking at.

Use it on your project

teardown-apply: hold "Readability" (level-readability) from the teardown at https://teardownatlas.com/game-design/ against my project

Paste it into a coding agent that has the teardown skills.

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