Control Resonant director lays out case for avoiding excessive ‘yellow paint’

Remedy Entertainment’s Control Resonant has been making waves in the gaming world since its launch, and for good reason. This thought-provoking single-player game has captured the hearts of players and critics alike with its unique blend of exploration, action, and psychological horror elements. Now that the dust has settled, developers are taking a closer look at the game’s design choices, including one particular technique that’s sparked a heated debate in the industry: avoiding excessive “yellow paint” in level design.

At the heart of this controversy is director Mikael Kasurinen’s decision to eschew traditional signposting methods, such as using yellow-colored visual markers to guide players through complex environments. Instead, Remedy opted for a more nuanced approach that encourages players to take ownership of their navigation and exploration. This deliberate choice was not taken lightly; Kasurinen explained on the Dropping Frames podcast that he and his team were aware of the risks involved in creating an open-world environment like Manhattan, where “up” and “down” no longer have fixed definitions.

Kasurinen’s vision for Control Resonant is to create a sense of immersion and discovery, where players feel like they’re figuring out the game world on their own terms. He believes that excessive signposting through yellow paint or other visual cues can actually hinder this experience, making it feel more like the game is dictating the player’s path rather than allowing them to make their own decisions.

This approach may seem counterintuitive at first, especially considering the complexity of Manhattan’s layout and the need for players to adapt to its shifting gravity and dimensions. However, Kasurinen argues that this kind of design challenge can actually be a strength, as it encourages players to think creatively and problem-solve in order to navigate the environment.

Remedy’s decision to avoid “yellow paint” is not just about aesthetics; it’s also about creating an immersive experience that draws players into the game world. By removing traditional signposting methods, Kasurinen hopes to create a sense of agency and ownership among players, making them feel like they’re truly exploring a mysterious and unsettling environment.

This debate has sparked a wider conversation in the industry about the role of signposting in game design. While some developers may see yellow paint as a necessary evil for guiding players through complex environments, others are beginning to question its value. By examining Remedy’s approach in Control Resonant, we can gain a deeper understanding of how to create immersive and engaging experiences that challenge players without overwhelming them.

As the VR/XR industry continues to evolve, it will be fascinating to see how game designers choose to balance player guidance with immersion and agency. Will we see a shift away from traditional signposting methods in favor of more nuanced approaches like Remedy’s? Only time will tell, but one thing is certain: Control Resonant has raised the bar for single-player games, and its influence will be felt for years to come.


Source: Game Developer XR — 2026-09-29

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