Tommy Norberg Profile picture
May 20, 2022 10 tweets 3 min read Read on X
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
🧵4/9
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" Image
🧵5/9
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! Image
🧵6/9
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! Image
🧵7/9
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... 🙂😘
🧵8/9
But DO break the rules from time to time!!
🧵9/9
Here is a previous tweet in my little Gestalt saga :)
🧵10/9 (uups.. broke the count...)
And here is another:

• • •

Missing some Tweet in this thread? You can try to force a refresh
 

Keep Current with Tommy Norberg

Tommy Norberg Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @the_Norberg

Apr 20, 2022
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
Read 16 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 😘
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

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Don't want to be a Premium member but still want to support us?

Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal

Or Donate anonymously using crypto!

Ethereum

0xfe58350B80634f60Fa6Dc149a72b4DFbc17D341E copy

Bitcoin

3ATGMxNzCUFzxpMCHL5sWSt4DVtS8UqXpi copy

Thank you for your support!

Follow Us!

:(