SMU Guildhall Graduate Catalog 2021 — Cohort 29 2021 | Page 44

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James Germano
Level Design
Determining Bartle Type Through in-Game Behavior
The goal of my thesis was to accurately determine a player ’ s Bartle Type using ingame behavior , and then use the player ’ s Bartle Type to dynamically personalize content in a subsequent quest .
I chose this project because I have always been interested in different ways to personalize game content , and I wanted to attempt to use a player ’ s momentto-moment gameplay to change level content without using a menu selection or dialogue option .
This project was built over the course of a year . This Fallout 4 artifact consists of two full levels , with the first level tracking the player ’ s actions , and the second level being dynamically personalized . Based on the player ’ s determined Bartle Type in the first level , the second level could change to have a different level layout , enemy types , and pickups .
Both levels posed their own series of challenges during creation . Tracking player actions and personalizing the second level were both scripting-heavy endeavors that were challenging to implement , but rewarding and beneficial for overall . Working on this thesis project taught me many valuable lessons regarding behavior-tracking , player models , and personalization systems . In addition , this project has led me to become very comfortable with scripting in large projects and implementing personalization elements in other artifacts .
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