SMU Guildhall Graduate Catalog Fall 2016 — Cohort 24 - Page 14

« Christian Erali Level Design Dynamic Difficulty System One of the more interesting problems that video game developers face is game balance. If the game is too hard, the player becomes frustrated. If it is too easy, the player stops playing out of boredom. For my thesis, I developed a dynamic difficulty system (DDA) in CryEngine 3. Dynamic difficulty is the idea of a game adjusting to the player’s current level of skill to keep players in the golden zone of fun. information. Every proceeding encounter adjusts to fit the player’s growing skill, adding enemies and moving them around, each option providing a worthy challenge for a player of that level. While the system is relatively simple and small in its final iteration, it provides players a more tailored experience to enjoy. My system, “Clockwork”, functions by assessing the player on their speed through each encounter and how much damage they take per encounter. This is best seen in the showcase level where the player meets four different encounters. The first encounter obtains a baseline for the player, gathering the first chunk of 14 LEVEL DESIGN Christian Erali Level Design « Dynamic Difficulty System One of the more interesting problems information. Every proceeding encounter balance. If the game is too hard, the adding enemies and moving them around, that video game developers face is game player becomes frustrated. If it is too easy, the player s F2rWBb&&VFf"גFW62FWfVVBG֖0V6F&fFrv'F6VvPf"W"bFBWfVࠦFff7VG77FVDD7'VvR2ࠥvRFR77FV2&VFfVǒ6PFW7FrFFRW.( 27W'&VBWfV`W'2&RF&VBWW&V6RFG֖2Fff7VG2FRFVbvP6FVWW'2FRvFVR`gVࠤג77FV( 66v&( gV7F2'76W76rFRW"FV"7VV@F&VvV6V6VFW"BrV6FvRFWFRW"V6VFW"F20&W7B6VVFR6v66RWfVvW&RFPW"VWG2fW"FffW&VBV6VFW'2ࠥFRf'7BV6VFW"'F2&6VƖRf FRW"vFW&rFRf'7B6V`@FW7G2FfBFRW.( 2w&vr6UdTDU4tࠦB6G2fFW&FB&fFW0Vࠠ