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
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Close proximity creates unity and readability. Pushing objects apart creates groupings. But it is a greyzone.
When is unity broken..?
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We broke the unity!!
But these are closely stacked houses. Other groups and other objects will behave differently and will have more or less "stickyness"
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How close do we have to put the interactable object to the object that will react?
I'm sorry, but there is no clear answer. 😢
"Good Gestalt" state that we should place them as close together as possible.
But that might be boring and unfavorable in certain types of games!
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Cover placement in a shooter is heavily affected by this gestalt law!
Proximity and the readability of how you can move from cover to cover is paramount!
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So, Why am I rambling about these simplistic things??
Knowing the psychology behind human behaviors inform us on how we can take extra care in create enjoyable experiences!
Sometimes it is nice to have some "rules" and "laws" to lean on... 🙂😘
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But DO break the rules from time to time!!
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Here is a previous tweet in my little Gestalt saga :)
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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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!
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)