SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 46

Longfei Gao Level Design « Introducing Balanced Heroes to an Existing System My thesis project spanned the course well as allow for new ones in order to undertake this project in order to further a more creative manner as well as those of 400 hours over 12 months. I chose to explore the area of game balance and to create a functional pipeline that allows developers to make specific, targeted, that abided by more traditional gameplay paradigms. well-understood iterations. This project allowed me to develop a The project’s artifact is a balanced and levers that designers need to pull in order accessible hero system integrated into an otherwise heroless game mode. I used Microsoft Excel in order to create mathematical models allowing for the approximation of real-time interactions, which I used to tweak all 12 of my heroes’ numbers with both each other and existing units in mind. Heroes were built to support existing strategies as 46 accommodate players that want to play in LEVEL DESIGN deeper understanding of the different to achieve balance. It also accustomed me to adjusting my formulae to account for unexpected factors and taught me to identify characters that appear to, but actually do not, align with the game’s vision.