SMU Guildhall Graduate Catalog Spring 2018 — Cohort 26 | Page 62

Lean Mateos Level Design « Designing and Balancing Points of Contention for Team Deathmatch The purpose of my thesis was to simplifying and broadening my guidelines balancing points of contention. I analyzed of FPS games could use my work to help demonstrate a mastery of designing and more than 28 multiplayer maps from over seven different games. I wanted to be them design multiplayer maps. able to cross-analyze all my findings from Though my artifact is a multiplayer map games so that I could hone in on universal could easily be expanded into single- a variety of First-Person Shooter (FPS) guidelines to ultimately help me finalize my design. With my beginning guidelines finalized, I spent the next five months designing, playtesting, and iterating on the design until I could consistently achieve expected results. Upon creating a satisfactory design, I spent the rest of my time 62 so that designers from different genres LEVEL DESIGN for Call of Duty: Black Ops 3, my work player design. Many of the concepts are easily transferable and would be beneficial in helping to enhance the intended experience.