Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Introduction to Level Design for PC Games
Introduction to Level Design for PC Games
Spatial principles of level-design in multi-player first-person shooters
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Monte Carlo Frameworks: Building Customisable High-performance C++ Applications
Monte Carlo Frameworks: Building Customisable High-performance C++ Applications
The whats and the whys of games and software engineering
Proceedings of the 1st International Workshop on Games and Software Engineering
Evolving interesting maps for a first person shooter
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
On the harmfulness of secondary game objectives
Proceedings of the 6th International Conference on Foundations of Digital Games
A spatial analysis of the JBA headquarters in Splinter Cell: Double Agent
Proceedings of the 6th International Conference on Foundations of Digital Games
Situating quests: design patterns for quest and level design in role-playing games
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Digging deeper into platform game level design: session size and sequential features
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Patterns and procedural content generation: revisiting Mario in world 1 level 1
Proceedings of the First Workshop on Design Patterns in Games
Weapon design patterns in shooter games
Proceedings of the First Workshop on Design Patterns in Games
Design patterns of focused attention
Proceedings of the First Workshop on Design Patterns in Games
Enemy NPC design patterns in shooter games
Proceedings of the First Workshop on Design Patterns in Games
In Search of Patterns: Disrupting RPG Classes through Procedural Content Generation
Proceedings of the The third workshop on Procedural Content Generation in Games
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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.