Tommy Norberg Profile picture
Apr 20, 2022 16 tweets 10 min read Read on X
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
Alexander
folio: alexanderholmqvist.com
11/16

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More from @the_Norberg

May 20, 2022
I'm researching how "Gestalt Laws" can affect and enhance #leveldesign and #gameart design thinking.

This time it is the "Law of Proximity"

Everything is pretty basic when dissecting it, but knowing the rules before breaking them is what matters here 🥳

A thread! 🧵1/9 Image
🧵2/9
Close proximity creates unity and readability. Pushing objects apart creates groupings. But it is a greyzone.

When is unity broken..? Image
🧵3/9 Image
Read 10 tweets
Feb 20, 2022
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!

🧵3/9
Read 10 tweets
Jan 6, 2022
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! 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
Read 5 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.. 😅
It is this feature that we are researching 🙂😘
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.. 🙁
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 😘 Image
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 😅
3/9
Composition.. as much #gameart as it is #leveldesign
Read 9 tweets

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