One of the applications of this technology is to provide a visual/analog means of assessing level design, with data from real players.
For example, it can bring into high-relief when players are exploring a level in roughly the same manner, or if they appear to be wandering aimlessly. In both of the examples below, there was 1 fixed spawn point and roughly the same number of player-sessions of data. Each frame is 1 second of gameplay and the video plays at 12 frames per second.
Example 1 - Wandering Aimlessly
Example 2 - Highly-Patterned Flow Through the Level
