SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 54

Mihir Srivastava Level Design « Verticality Principles: Five Principles and their Effect on Combat and Critical Path in Multiplayer First-Person Shooter Design My thesis dealt with how elevation movement as a core design feature, and shooter (FPS) games can influence these vertical movement mechanics. changes in multiplayer first-person combat situations and critical path. I divided elevation into five key principles: With verticality becoming increasingly weapon placement, vertical combat to discover and define a ruleset for vertical flow, vertical landmarks, vertical advantages, and vertical combat disadvantages. The goal of the project was to understand each principle’s effects on the player’s important in FPS games, I wanted implementing elevation. Along with this, I wanted to demonstrate the considerations required when designing a player experience with verticality. moment-to-moment gameplay experience The project began in August 2018 and demonstrates each principle together in this period, I measured and defined the and to develop a fully playable artifact that a multiplayer map. My final artifact was developed in Unreal Tournament 4 and is titled “Project 13.” This topic stemmed from my fascination of multiplayer FPS design and my love for playing competitive multiplayer FPS games. The games I enjoy feature vertical 54 each map is designed to incorporate LEVEL DESIGN concluded in May 2019. Throughout metrics for Unreal Tournament 4 and its weapons, defined five principles of verticality, designed and implemented my own custom map showcasing the principles, developed a supporting paper for the artifact and my research, and verified my design methods through playtesting.