Tommy Norberg Profile picture
Jan 6 β€’ 5 tweets β€’ 3 min read
Occluders! 🧱
Breaking sightlines. Better post this before this old #leveldesign trick becomes redundant due to performance no longer being an issue πŸ˜…

Kidding!
Breaking sightlines will forever be important when World Building! ImageImageImageImage
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)

🧡3/5
This is Game Director @kurtmargenau talking about performance and occluders in Uncharted 4

They struggled a bit with it due to the open ended nature of the level, but in the end it is thoughtful #leveldesign and smoke & mirrors that does the trick

sry for the img KurtπŸ˜…
🧡4/5 Image
@kurtmargenau This is the vid with Kurt talking about occluders and perfomance (and many other things!! u should watch it.)

🧡5/5
nordic.ign.com/video/53155/un…

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More from @the_Norberg

Feb 20
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 "PrΓ€gnanz" 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!

🧡3/9
Read 10 tweets
Jun 19, 2021
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.. πŸ˜…
It is this feature that we are researching πŸ™‚πŸ˜˜
Option 1
Read 9 tweets
May 8, 2021
A thread 🧡
Avoiding bad tangents in composition.
Important for #gameart and our Environment Artists.

But also important for us #leveldesign:ers to understand and to avoid!
1/7 Image
2/7
Obviously really hard (impossible!) to avoid tangents in all situations. But sometimes we know exactly where the player stands! Image
3/7
Tangents is an unfortunate wording.. πŸ™
Often confused with the math counterpart... Image
Read 8 tweets
Mar 23, 2021
Player Paths! there is a lot of them 😍
This is a thread about #leveldesign primarily, but also #gameart and some #gamedev fundamentals i guess..

1/9 😘
2/9
yes yes, I have been tweeting about paths before
But this is another deep-dive of sorts..

And I have revisioned it since last time. So that old one is obsolete πŸ˜…
3/9
Composition.. as much #gameart as it is #leveldesign
Read 9 tweets
Feb 10, 2021
#leveldesign tip of the day! STAIRS πŸͺœ
A Long Thread about stairs! Wohoooooo!

1/12
2/12
Yes I have tweeted about stairs a few months ago, but this is more of a deep dive πŸ˜…

And I love stairs...! 😍
3/12
Read 13 tweets
Jul 13, 2020
#gamedev tip of the day! πŸ€“
PROBLEMS!! 😱
This one is slightly different from my other once. But important nevertheless!
A long list of different problems that might stand before you and/or your team! (it's a lot.. But I drew pretty pictures!!)
Thread 1/17
2/17
3/17
Oh, forgot to state in the top tweet.. there is of cause #leveldesign insights in these as well! 😊❀️
Read 18 tweets

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