PRO DESIGN TIPS - Observation Gating: "Portal" (Valve Corporation, 2007)

Опубликовано: 19 Август 2026
на канале: The Unreal Takeaway
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COMMON GAME DESIGN TECHNIQUE EXAMPLE: Observation Gating
Here’s a transcript of the developer commentary from the video, with some important
points:
In early versions of this map the play testers charge down the stairs without noticing
what was creating the portals. we introduced a mandatory pause in the action – what
we call a gate ‑to help ensure that players stop and notice the portal gun making a blue
portal. A particle effect and a loud noise help draw their attention.
(Jason Brashill, 2007)
The concept here is that before you pick up the Portal gun, you’re forced to watch
it shooting holes in walls. Control is not actually removed from the player in this
sequence, so theoretically, you don’t have to watch this happening; it’s not foolproof,
but the designers have kept what the player must look at in this area to a minimum in an
effort to direct them towards observing the portal room. This is a common game design
challenge. As a rule, outside of a cutscene, it is particularly difficult to actively force the
player to look at a specific aspect or element within the environment, and even more so
if that aspect or element is above or behind the player. This is exacerbated in VR games
or experiences, where you are able to basically look anywhere. Tips or techniques for
attracting player attention include (as described in the developer example) noises or
particle effects (e.g., a laser bolt from over the shoulder would generally make the player
turn, unless they are waiting patiently to be shot in the back) and, as in the Portal exam‑
ple, constricting them into a small, featureless environment where the player basically
has nothing else to look at other than the featured aspect or element you’re directing
them towards. There are still no real tried and tested solutions to this design problem,
so, if you’re attempting to teach the player through visual cues, Observation gating may
be a solution. Good luck!

WANT MORE TECHNIQUES? this TEXT is an ABRIDGED EXCERPT from the BOOK: Teaching Video Game Design Fundamentals: A Guide for Educating with Practical Examples and Learning Materials. (Andy Sandham, Routledge/Taylor and Francis/CRC Press 2025)

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