At this point, I have developed a good set of basic vocabulary to decipher, read, and understand level design and its fundamental concepts in creating immersive environments and how shapes communicate meaning to us. I have now mentioned a few times how environment tell stories and affect us emotionally. In order to dive into this deeper I referred to a few different texts and online sources such as Christopher Totten's book, lectures on level design from GDC and the course on level design from CGMA by Emilia Schatz.
Drawing from space theory in architecture and urban design, we could also apply the same ideas of how to categorize spaces in video games and the emotive tone they strike upon us.
Prospect Space - wide open space, feelings of loneliness and vulnerability, no privacy and space to hide, lots of potential threats. However, wide open spaces also inspire freedom and choice.
Narrow Space - Cramped space, limited space to run away if danger is near, claustrophobia, but narrow space could also be comforting like home.
Intimate Space - Neither too open or too small, enough space to move, to flee and to look out for potential threat and how to act to threat, the feeling of control.
Depressed Space - Space that is lower than the space around, feeling of being exposed and the loss of power. Players generally tend not to independently choose to go into depressed spaces if they are not being forced to.
Elevated Space - Space that is higher than the surround space, creates more perspective, more information, player can spot threats easily and harder for enemies to spot them, feeling of power and control, more visibility.