Prospect and refuge
An architectural theory that people like places where they can see without being seen. Christopher Totten applies it to level design; The Level Design Book argues the evidence for it is weak and offers plainer terms.
Prospect-refuge is the idea that people have an "inborn desire" for prospect (vantage points with a view) and refuge (enclosures that are safe from threats) (The Level Design Book: Prospect-refuge). It is widespread in architecture and has been carried into level design, most prominently by the architect and designer Christopher Totten (Game Developer: Designing Better Levels Through Human…). It is also one of the clearest cases in this handbook where respected sources disagree.
#Where the theory comes from
The Level Design Book traces it to the geographer Jay Appleton's The Experience of Landscape (1975), which combined Daniel Berlyne's "arousal theory" with evolutionary psychology (The Level Design Book: Prospect-refuge). Grant Hildebrand popularised it in 1988 and later in Origins of Architectural Pleasure (1999) (The Level Design Book: Prospect-refuge).
Totten's 2011 article credits Hildebrand rather than Appleton with the term "Prospect Space", and grounds it in early humans surveying open land from safe, enclosed spots (Game Developer: Designing Better Levels Through Human…). The two accounts agree on Hildebrand's role; they differ on who started the idea.
#Totten's spatial vocabulary
Totten works with four kinds of space (Game Developer: Designing Better Levels Through Human…):
- Prospect: "a spatial condition that is wide open, within which the occupant is exposed to potential enemies."
- Refuge: "places like caves and tree covered areas", from which you can look out while staying hidden.
- Narrow space: "a small enclosed space where the occupant feels confined and unable to move."
- Intimate space: "neither confining nor overly large"; everything is within reach, so it feels controllable.
His practical advice: start from the core mechanic, alternate prospect and refuge to shape a route, use shadow to make safety uncertain, and make vantage points a prize to win (Game Developer: Designing Better Levels Through Human…).
#For environment artists
Artists shape both halves. Openness, light and long views read as exposed; low ceilings, warm light and enclosure read as sheltered. Totten suggests that railings and walls make height feel secure, while an open edge makes it feel dangerous (Game Developer: Designing Better Levels Through Human…). In combat, though, the Level Design Book reminds you that cover is defined by the game's rules: in Counter-Strike, thin wood or metal can be shot through and is only soft cover (The Level Design Book: Balance). Check that "refuge" props actually protect the player before dressing them as safe spots. See sightlines and vistas, light and shadow and set dressing and art passes.
#Related terms
sightlines and vistas, layout and flow, wayfinding, light and shadow, shape language.
#Further reading and watching
References
- · Prospect-refuge · The Level Design Book · web · accessed 2026-10-21
- · Designing Better Levels Through Human Survival Instincts · Game Developer, 2011 · article · accessed 2026-10-21
- · Balance · The Level Design Book · web · accessed 2026-10-21
Pages that link here
- Layout and flow Topic
- Pacing and intensity Topic
- Safe rooms and rest areas Key term
- Combat spaces and arenas Topic
- Sightlines and vistas Key term
- Books Reference
Last updated 2026-10-22