14
Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Embed Size (px)

Citation preview

Page 1: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Design Patterns in FPS LevelsKenneth Hullett, Jim Whitehead

Page 2: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Introduction● FPS games can be divided into levels.● Level designer's responsibility:

o Place game objectso Create mapso Control NPC's behavioro Consider challenge, pacing and navigation etc.

● Goal: create a good gameplay.

Page 3: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

What is a good gameplay?● Sensation - visual, special effect● Fantasy - writing, style of graphics● Narrative - sense of drama, plot or storyline● Challenge - difficulty level● Fellowship - companionship● Discovery - navigation● Expression - player to player interaction● Masochism - subjection to structure of the

game.

Page 4: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Level design● Pacing

o overall flow of movement impetus, threat, tension and tempo

● Tensiono sense of struggle and survive

● Challengeo clear goal with uncertain attainment

● Segmentationo temporal, spatial and challenge

● Spatial Configuration● Navigation

Page 5: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Pattern Collection● Sniper Location

o Height of locationo Available space for snipero Amount of cover and coverable areao Accessible of location

Page 6: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

● Galleryo The size of the passagewayo Height if elevated area above passagewayo The amount of cover

Page 7: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

● Choke Pointo The width of the choke point openingo The length of the choke point

Page 8: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Patterns for Large-scale Combat● Arena

o The size of the arenao The amount of cover

Page 9: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

● Strongholdo Size, amount of covero Access point of strongholdo Level objective

Page 10: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Patterns for alternative routes● Split Level

o Difference in height between the levelso Openness between levels

Page 11: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

● Hidden Areao Difficulty of findingo Rewardso Enemy NPC

Page 12: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

● Flanking Routeo The position that can be reached by flankingo amount of cover

Page 13: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

Patterns for alternate gameplay● Turret

o Coverable areao Type of weapono Amount of ammunitiono Fixed/ flexible

Page 14: Design Patterns in FPS Levels Kenneth Hullett, Jim Whitehead

● Vehicle Sectiono Driver/passengero Type of vehicleo Vehicle sectiono Terrain type