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!
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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!
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And now we rearrange the objects to try to spark curiosity!
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"Gameplay Appetizers", A favorite word of mine.. 😍
Tiny "Beats" that's the bread n butter of your game
In a shooter there's sometimes an easy kill just to break the flow of hard encounters, in design these are sometimes called "Snack Kill".. Horrible horrible name.. 😬
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Objects are rearranged and we now have "good" gestalt of presenting multiple paths with zero foreshadow.
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Rearranging the objects some more to make it into a puzzle area.
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In many cases we would want to have multiple secondary paths.
If we have more than 2 then it is a good idea to make 1 of them stick out a bit more and be promoted as the MAIN path
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We are at the end of the thread for now.. :)
For newcomers.. I'm writing a book about these things and many many more #leveldesign techniques.
Feels free to sign up to get notified when I launch the campaign
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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! 😅
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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...
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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)