Occluders! π§±
Breaking sightlines. Better post this before this old #leveldesign trick becomes redundant due to performance no longer being an issue π
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...
π§΅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)
π§΅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 Kurtπ
π§΅4/5
@kurtmargenau This is the vid with Kurt talking about occluders and perfomance (and many other things!! u should watch it.)
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! β€οΈ
But this mainly focused on #leveldesign & #gameart
1st up is designing for speed!
This is a thread π§΅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!
π§΅2/9
And now we rearrange the objects to try to spark curiosity!
#gamedev tip of the day! π€
PROBLEMS!! π±
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! πβ€οΈ