Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead.

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Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Transcript of Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead.

Page 1: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead.

Design Patterns in FPS LevelsKenneth Hullett, Jim Whitehead

Page 2: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead.

Introduction● FPS games can be divided into levels.● Level designer's responsibility:

o Place game objectso Create mapso Control NPC's behavioro Consider challenge, pacing and navigation etc.

● Goal: create a good gameplay.

Page 3: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead.

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.

Page 4: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead.

Level design● Pacing

o overall flow of movement impetus, threat, tension and tempo

● Tensiono sense of struggle and survive

● Challengeo clear goal with uncertain attainment

● Segmentationo temporal, spatial and challenge

● Spatial Configuration● Navigation

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Pattern Collection● Sniper Location

o Height of locationo Available space for snipero Amount of cover and coverable areao Accessible of location

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● Galleryo The size of the passagewayo Height if elevated area above passagewayo The amount of cover

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● Choke Pointo The width of the choke point openingo The length of the choke point

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Patterns for Large-scale Combat● Arena

o The size of the arenao The amount of cover

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● Strongholdo Size, amount of covero Access point of strongholdo Level objective

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Patterns for alternative routes● Split Level

o Difference in height between the levelso Openness between levels

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● Hidden Areao Difficulty of findingo Rewardso Enemy NPC

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● Flanking Routeo The position that can be reached by flankingo amount of cover

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Patterns for alternate gameplay● Turret

o Coverable areao Type of weapono Amount of ammunitiono Fixed/ flexible

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● Vehicle Sectiono Driver/passengero Type of vehicleo Vehicle sectiono Terrain type