Tommy Norberg

Tommy Norberg



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 ๐Ÿฅณ A thread! ๐Ÿงต1/9

๐Ÿงต2/9 Close proximity creates unity and readability. Pushing objects apart creates groupings. But it is a greyzone. When is unity broken..?


๐Ÿงต4/9 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"

๐Ÿงต5/9 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. ๐Ÿ˜ข "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!

๐Ÿงต6/9 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!

๐Ÿงต7/9 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... ๐Ÿ™‚๐Ÿ˜˜

๐Ÿงต8/9 But DO break the rules from time to time!!

๐Ÿงต9/9 Here is a previous tweet in my little Gestalt saga :)

๐Ÿงต10/9 (uups.. broke the count...) And here is another:

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