Level designers create gameplay through geometry, AI scripting, and item placement. There is little formal understanding of this process, but rather a large body of design lore and rules of thumb. As a result, there is no accepted common language for describing the building blocks of level design and the gameplay they create. This paper presents level design patterns for first-person shooter (FPS) games, providing cause-effect relationships between level design elements and gameplay. These patterns allow designers to create more interesting and varied levels
The gaming industry has over the years enjoyed a rapid growth cutting across various demography. Thi...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
This paper explores how a vocabulary supporting design-related discussions of gameplay preferences c...
Level designers create gameplay through geometry, AI scripting, and item placement. There is little ...
The creation of video game levels is an inexact and often intuitive process. Currently, much of leve...
This paper presents a method for understanding the relationship between designer intent and observed...
This paper presents preliminary work in analysis of first-person shooter (FPS) games through use of ...
This paper investigates the differences between 3D level designs in 21 popular games. We have develo...
This paper presents preliminary work in analysis of first-person shooter (FPS) games through use of...
Accurate information on players, namely player analytics is one of the key factors in a game develop...
This article examines level design processes and challenges at professional game stu- dios. Thematic...
This paper discusses how to use design patterns in procedural level generation, with particular refe...
Procedural content generation and design patterns could potentially be combined in several di erent ...
Video game designers iteratively improve player experience by play testing game software and adjusti...
This paper discusses how to use design patterns in procedu-ral level generation, with particular ref...
The gaming industry has over the years enjoyed a rapid growth cutting across various demography. Thi...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
This paper explores how a vocabulary supporting design-related discussions of gameplay preferences c...
Level designers create gameplay through geometry, AI scripting, and item placement. There is little ...
The creation of video game levels is an inexact and often intuitive process. Currently, much of leve...
This paper presents a method for understanding the relationship between designer intent and observed...
This paper presents preliminary work in analysis of first-person shooter (FPS) games through use of ...
This paper investigates the differences between 3D level designs in 21 popular games. We have develo...
This paper presents preliminary work in analysis of first-person shooter (FPS) games through use of...
Accurate information on players, namely player analytics is one of the key factors in a game develop...
This article examines level design processes and challenges at professional game stu- dios. Thematic...
This paper discusses how to use design patterns in procedural level generation, with particular refe...
Procedural content generation and design patterns could potentially be combined in several di erent ...
Video game designers iteratively improve player experience by play testing game software and adjusti...
This paper discusses how to use design patterns in procedu-ral level generation, with particular ref...
The gaming industry has over the years enjoyed a rapid growth cutting across various demography. Thi...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
This paper explores how a vocabulary supporting design-related discussions of gameplay preferences c...