Hello #gamedev!
I had a Q a few days ago, now I'm making a poll out of it! What would you PREFER to call this feature??
Before you vote, consider viewing the thread first🧵
Try to free your mind.. 😅
It is this feature that we are researching 🙂😘
Option 1
Option 2
my personal fav 😁
Option 3
The text is not to bring down the Option name. It is just to reflect on the emotions of the feature.
Option 4
Not a poll option but;
Non-diegetic = Things that are added "on-top" of the game world. Things that NPCs and player Avatar isn't aware of.
Diegetic = originates from within the game world.
🤓
I'm sorry if I messed up people timelines..
posted the entire thread and the poll was for some reason excluded.. Had to delete and post again.. 😅
• • •
Missing some Tweet in this thread? You can try to
force a refresh
wohooo! a #leveldesign#gamedev#portfolio thread!
My class finally completed their journey in setting up their folios and will start searching for studios to join!
Interested in seeing how a 2022 design folio can look like? Dive in! 😅
🧵1/16
A continuation on my Gestalt research & how it can help World Building. Rearranging objects to create different feelings.
Building Worlds is a team effort as always! ❤️
But this mainly focused on #leveldesign & #gameart
1st up is designing for speed!
This is a thread 🧵1/9
This thread focus on the Gestalt principle of "Prägnanz" or "Good Gestalt". Meaning that individual object should be arranged so that they together become ordered and create meaning.
Here we arrange objects to try to create the emotion of Caution!
🧵2/9
And now we rearrange the objects to try to spark curiosity!
Occluders! 🧱
Breaking sightlines. Better post this before this old #leveldesign trick becomes redundant due to performance no longer being an issue 😅
Kidding!
Breaking sightlines will forever be important when World Building!
There was some healthy discourse around the notion of using occluders for performance in modern games.
It is still very relevant due to the vast number of machines that we deliver games to...
🧵2/5
My examples are purposely simplified and brings thoughts to old CS and Quake maps. But the technique is used in many many modern games in various forms and shapes (mountain ridges, canyons, cityblocks, etc)