SMU Guildhall Graduate Catalog Spring 2018 — Cohort 26 - Page 64

Santiago Moreno Level Design « Creating a Satisfying Flow in Difficulty Progression in Puzzle Games My thesis centered around the design and The project allowed me to grow as a satisfying flow. The process begins with of designing my own puzzle mechanics creation of puzzles, focusing on creating how players learn the puzzle’s objective and mechanics, ramping up difficulty to more complex challenges, and finally testing player mastery of the systems. Many games require the use of puzzles and puzzle-like elements to mentally challenge players, and designing them requires knowledge of several different aspects that my thesis covered. I wanted to prove that I can make complex puzzle systems that are both interesting and challenging. 64 LEVEL DESIGN designer and take on challenging aspects in an engine that’s really not meant to be used that way.