Design patterns in FPS levels

  • Authors:
  • Kenneth Hullett;Jim Whitehead

  • Affiliations:
  • University of California, Santa Cruz, CA;University of California, Santa Cruz, CA

  • Venue:
  • Proceedings of the Fifth International Conference on the Foundations of Digital Games
  • Year:
  • 2010

Quantified Score

Hi-index 0.00

Visualization

Abstract

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.