Interactive World Design
From player to creator.
Looking back, these Roblox and Minecraft projects were some of the first times I caught myself paying attention to how spaces quietly teach players where to go. Roblox and Minecraft made me realize that I did not only want to play in other people’s worlds. I wanted to build and change my own. These were personal projects where I built in Roblox Studio, experimented with Lua, and usually changed the idea halfway through.
Visual Direction
Collecting ideas before building.
I assembled these boards as a kid using images I found online. I did not draw the reference artwork. I used the boards to collect ideas for characters, architecture, materials, and sci-fi environments before I started building.
Image credit: These boards contain third-party reference images collected through online searches. They are shown as process evidence; the boards’ selection and arrangement are mine, but the individual reference artworks are not.
Design Studies
Three small experiments.
Study 01
Environment Concept
I wanted to see how a world could tell the player what kind of game it was before anything really happened. I focused on the environment, the mood, and what the space seemed to promise.
Study 02
Player Space Prototype
This one was more about movement. I changed the layout and scale to see where the player went first and what they completely ignored.
Study 03
Systems / Interaction Test
Here I tested how different interactions changed what the player could do. It was not supposed to be a finished game. I was trying one idea at a time so I could tell what actually changed.
Reflection
A space can give instructions without using words.
These experiments made me pay more attention to what a space tells the player before they read instructions or understand every rule.