design patterns in fps levels kenneth hullett, jim whitehead
TRANSCRIPT
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Design Patterns in FPS LevelsKenneth Hullett, Jim Whitehead
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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.
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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.
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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