Design patterns in FPS levels
Author(s) -
Kenneth Hullett,
Jim Whitehead
Publication year - 2010
Publication title -
citeseer x (the pennsylvania state university)
Language(s) - English
Resource type - Conference proceedings
DOI - 10.1145/1822348.1822359
Subject(s) - computer science
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.
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