Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead.

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Presentation transcript:

Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Introduction ●FPS games can be divided into levels. ●Level designer's responsibility: o Place game objects o Create maps o Control NPC's behavior o Consider challenge, pacing and navigation etc. ●Goal: create a good gameplay.

What is a good gameplay? ●Sensation - visual, special effect ●Fantasy - writing, style of graphics ●Narrative - sense of drama, plot or storyline ●Challenge - difficulty level ●Fellowship - companionship ●Discovery - navigation ●Expression - player to player interaction ●Masochism - subjection to structure of the game.

Level design ●Pacing o overall flow of movement impetus, threat, tension and tempo ●Tension o sense of struggle and survive ●Challenge o clear goal with uncertain attainment ●Segmentation o temporal, spatial and challenge ●Spatial Configuration ●Navigation

Pattern Collection ●Sniper Location o Height of location o Available space for sniper o Amount of cover and coverable area o Accessible of location

●Gallery o The size of the passageway o Height if elevated area above passageway o The amount of cover

●Choke Point o The width of the choke point opening o The length of the choke point

Patterns for Large-scale Combat ●Arena o The size of the arena o The amount of cover

●Stronghold o Size, amount of cover o Access point of stronghold o Level objective

Patterns for alternative routes ●Split Level o Difference in height between the levels o Openness between levels

●Hidden Area o Difficulty of finding o Rewards o Enemy NPC

●Flanking Route o The position that can be reached by flanking o amount of cover

Patterns for alternate gameplay ●Turret o Coverable area o Type of weapon o Amount of ammunition o Fixed/ flexible

●Vehicle Section o Driver/passenger o Type of vehicle o Vehicle section o Terrain type