SMU Guildhall Graduate Catalog Spring 2017 — Cohort 25 | Page 42

Justin Peterson Level Design « The Application of AI Director Technology to an Action Role Playing Game The goal of this project is to create an player’s stress based on how many context of third-person Action-RPG health the player has. It then spawns more Artificial Intelligence Director in the fantasy gameplay to show mastery over game development. It features a fully functional combat system, multiple enemy enemies whenever the player’s stress levels dip below the desired stress curve. types with various AI behaviors, and In the process of creating this artifact, modulates the gameplay experience in development, from texturing to system the aforementioned AI Director, which response to the player’s gameplay style. The purpose of the Director is to keep players in the sweet spot of “flow” between boredom and frustration. Mechanically, the Director models the 42 enemies are on screen and how much LEVEL DESIGN I touched on every aspect of game creation to encounter design. Through this process, I learned about the difficulties of designing for emergent gameplay experiences and discovered some useful tools and rules of thumb for emergent design.