SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 44

Ludi Dong Level Design « Use Enemy Encounter Design and Layout Design to Change Pacing in First-Person Shooter Games As a level designer, I wanted to make my able to solve by making my own enemy not want to leave. My research laid the collecting the test data. To verify my level so engaging that the player would theoretical foundation for me to have an idea of layout design and encounter design. Then, a level design document was created. I would deliver a Fallout 4 level with eight sections, each section with a different layout and encounter design. I aimed to have the pacing in my level be like an interest curve. The layout design types I researched were open space and hypothesis, I needed to know how many actions the player had performed in each section. Fallout 4 Creation Kit has built-in events that occur when specific actions take place, yet they don’t usually fire. Software that kept track of the player’s action (mouse clicking and keyboard pressing) helped me successfully collect data from 14 playtesters. This data later proved my hypothesis positive. long, narrow corridor. The combat design I believe that pacing is an eternal topic for enemy is and how many enemies there for game genres other than FPS games. I differs in terms of how dangerous each are in the section. There were multiple challenges in this project, but I was able to overcome them. One challenge was the enemy not behaving as intended, which I was 44 templates. Another challenge was LEVEL DESIGN all level designs. My research is also valid would love to see it applied in the future.