SMU Guildhall Graduate Catalog — 2023 C31 CATALOG | Page 56

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Yuchen Liu
Level Design
Best Practices : Controlling Player Pacing Through the Implementation of Environmental Puzzles
This thesis investigated best practices for controlling player pacing through the implementation of environmental puzzles in video games . I chose to focus on the game Dying Light , utilizing its developer tool editor to create and test my environmental puzzles . The project , which took approximately one year , involved designing and implementing different types of environmental puzzles in a custom-made game level , as well as gathering and analyzing data from playtesters to measure the effects of the puzzles on pacing .
The concept of controlling player pacing through environmental puzzles is an important aspect of game design that has not been extensively studied . I chose this project for that reason and because I have a passion for video games and wanted to explore the design aspects of them .
Through my thesis , I developed various skills , such as game design , data analysis , and technical writing . I also gained a deeper understanding of the importance of player pacing in game design and the different ways it can be controlled through environmental puzzles .
The results of this project could be useful to the video game industry because the findings provide insights into the best practices for controlling player pacing through environmental puzzles . By implementing these practices , game developers can create more engaging and immersive gameplay experiences for their players . Additionally , the methodology and tools used in this project can be adapted and applied to future game design projects to measure the effectiveness of environmental puzzles on player pacing .
56 LEVEL DESIGN