«
Jaelen Hawthorne
Level Design
Pest Control
My Directed Focus Study focuses on player expression and freedom . The goal was to create a level that could be played with different playstyles and remain equally engaging or rewarding . I used the game Dying Light as the base for my level because its mechanics allow for different playstyles to be expressed .
My level is specifically designed to reward stealthy , aggressive , and explorative gameplay styles . These styles are expressed through multiple branching pathways , weapons that aid both stealthy and aggressive playstyles , melee and ranged weapons to benefit the players fighting style , and addition pickups scattered across the level to reward players who like to explore their surroundings .
I chose this project because I thoroughly enjoy games that allow for multiple playstyles and allow you to replay them using different styles to have a fun and refreshing experience each time . This project took about five months to plan and create . In that time , I learned many skills , both technical and theoretical , especially when it came to cutting content . This project is a useful example of the importance of appealing to multiple playstyles . When a game appeals to only one playstyle , it loses replay ability . While some players may return to the game for a moment , most will not . However , appealing to several different playstyles allows players to replay the same game in a different way , keeping the game engaging and allowing new players to express themselves .
44 LEVEL DESIGN