The space itself sets up physics and logic, increase/decrease the dynamics and provides a background for the aesthetical elements. Never Alone offers five kinds of space. Firstly, the day, which is a human realistic space, consist of different snow, ice and water. During the day a level applies realistic physics, realistic mesh of various kinds of ice – damageable or not, and provides basic mechanics of mobility and interaction. The night shows a hostile space of spirits. These levels have more dynamics as they have traps and objects that can damage. A level inside a whale has three phases, which open each other though changing physics – from land to water and mobility from walking to swimming. A blizzard level and boss levels offer a chase that increase dynamics dramatically and force players to learn the landscape quickly in order to reproduce input correctly to finish in time. I also distinguish a Giant level because of vertical orientation and more dynamic environment, which generate traps. Also, since it is a myth focused on a journey and return, these levels are repeat in the end with a blizzard chasing that change slow dynamics of the journey to a fast time-limited escape. Therefore, developers didn't have to create additional levels, but added a chasing mechanics instead. At the same time, it continues a mythological narrative, an idea of returning, but under stressing conditions for a player. Book design is the art of incorporating the content, style, format, design, and sequence of the various components of a book into a coherent whole. In the words of Jan Tschichold, "methods and rules upon which it is impossible to improve, have been developed over centuries. To produce perfect books, these rules have to be brought back to life and applied."
Front matter, or preliminaries, is the first section of a book and is usually the smallest section in terms of the number of pages. Each page is counted, but no folio or page number is expressed or printed, on either display pages or blank pages.