SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 36

William Bracho Blok Level Design « Designing Single-Player First-Person Shooter Combat Encounters to Accommodate Various Combat Styles Based on Weapon’s Range of Effectiveness The goal of my thesis project was to effective range and behavior along with player first-person shooter (FPS) combat design choices when building combat develop mastery in designing single- encounters, in which players can use level layout to their advantage to leverage their spaces. weapon abilities and succeed in combat To demonstrate mastery in the subject that players decide to bring into these level for Killing Floor 2, a wave-based encounters regardless of the weapon type encounters. The intention of this thesis project is to achieve this goal primarily from a level design approach without altering game design-related features of the game, as well as to understand how much power and control a level designer has in laying out gameplay space to cater to varied combat styles defined by the combatant’s weapons of choice. This approach focuses on analyzing the weapons’ 36 level layout to aid the designer in making LEVEL DESIGN matter, I decided to design and build a survival horror game, and show how players can succeed while fighting against enemies in this game regardless of which character class they decide to use. Based on the outcome and playtest results of my thesis artifact, this design approach has proven to be useful in designing combat spaces for varied combat styles.