Level designer Max Pears builds a practical bridge from basic shape theory (rounded shapes = inviting, sharp shapes = threatening) to concrete level-design techniques, and the clearest demonstration is Nintendo’s triangle trick in Breath of the Wild. Nintendo’s own diagrams show how triangular terrain naturally pulls players to either climb for a vantage point or travel around the base — and by hiding landmarks behind triangles, the world teases curiosity without revealing everything. The Division’s Manhattan offers the counter-example: rectangular grid blocks create a corridor-like forward-pull and a trapped, outnumbered feeling that reinforces the cover-shooter narrative, with players moving around squares rather than climbing them. Get-to-the-top progression is also fundamentally different — Zigzag fire escapes in The Division versus the triangle’s straightforward climb — meaning the same shape theory that makes Hyrule feel open and adventurous makes New York feel claustrophobic and directional. The article is a primer rather than an encyclopedia, but the BotW triangle tool is immediately applicable: place a triangle-shaped landform between the player and a point of interest, and they will almost certainly investigate whatever you’ve hidden behind it.