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!
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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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#gamedev tip of the day! 🤓
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! 😊❤️
#leveldesign tip of the day!! 🤪😅
BAIT AND SWITCH PART 2!!!
An in-game example with a real roller coaster of awesome leveldesign and environment storytelling by @Naughty_Dog in #Uncharted4
(7 walkthrough screens in thread)
1/7 Arriving to the scene by sliding down a one-way