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Design Patterns in FPS Levels

By Kenneth Hullett and Jim Whitehead

Abstract

Level designers create gameplay through geometry, AI scripting, and item placement. There is little formal understanding of this process, but rather a large body of design lore and rules of thumb. As a result, there is no accepted common language for describing the building blocks of level design and the gameplay they create. This paper presents level design patterns for first-person shooter (FPS) games, providing cause-effect relationships between level design elements and gameplay. These patterns allow designers to create more interesting and varied levels. Characters (NPCs), both friendly and enemy, and use AI scripting to control their behavior. When designing an FPS level, there are many factors the designer must consider, including challenge, pacing, and ease of navigation. Though many FPS games have been made, and numerous books have been written on the subject [4][6][7][11], there is little formal understanding of their level design. The existing literature conveys design lore and industry practice without exploring how levels create gameplay

Topics: General Terms Design, Human Factors Keywords level design
Year: 2011
OAI identifier: oai:CiteSeerX.psu:10.1.1.190.191
Provided by: CiteSeerX
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