Game Development Reference
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FIGURE 4.4 Screen grabs from OpenSim showing 3 examples of visual unity: (1) using proximity of forms, which
collect as groups in our mind's eye (top image), (2) unity with similarity demonstrated with a range of box-like forms
(middle image), and (3) visual unity created with rhythm, a repetition of similar but derivative forms (bottom image).
4.3.4 B alanCe
Balance comes in many forms. In Figure 4.6, you will see the three most common forms of spatial balance:
symmetry, asymmetry, and radial symmetry. The location of the fulcrum or “tipping point” is the most
important factor for creating balance in a composition. Like a seesaw, the visual weight of elements in a
symmetrical composition will ind a point where they are at equilibrium. In a symmetrical balance, that
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