SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 42

Alexander Cocoles Level Design « The Design and Implementation of Environmental Physics Puzzles For my thesis, I wanted to exhibit my technical prototyping and level design skills hand-in-hand, focusing on puzzle gel’s use cases. design. The final goal of the project was The process started with research into the utilize a new mechanic in the setting of resources available before diving into the to create a set of compelling levels that Portal 2. I selected this game because the documentation for Source is robust and I was attracted to puzzle design. engine. I wanted to get familiar with the implementation of the new feature. After a month of in-editor experimentation, I began to implement my mechanic. For my research, I played through and Following another month of prototyping specifically Portal 2. I noticed similar could begin level design. My first wave of analyzed several 3D puzzle games, patterns in most of the games. From these patterns, I distilled a list of considerations that can be used to help future designers build levels for puzzle games. I used the Hammer editor and Portal 2 mod kit to build a new mechanic. The new mechanic was a sticky gel that acted like Portal’s current gels but caused physics objects to stick to it. Putting the list of considerations to the test, I designed and 42 built four levels that showcase the sticky LEVEL DESIGN the sticky gel, I got to a point where I five levels took two months. During this time, I ran two playtest sessions which helped me iterate my mechanic and level design. The levels were put to a redesign, which resulted in the four final levels. I continued to run three more playtest sessions, each leading to refinements small and large resulting in the final product.