SMU Guildhall Graduate Catalog — 2023 C31 CATALOG | Page 60

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Alberto Mancias
Level Design
Best Practices : Using Environmental Storytelling Methods to Modulate Player Tension
The goal for my thesis was to explore how environmental storytelling methods could be used to modulate player tension for horror games . I chose this project as a way to fulfill my curiosity for designing horror levels while advancing my skills in environmental storytelling . The resulting level was an Elder Scrolls V : Skyrim mod named “ Unwanted Guest .”
Researching which methods would go into my best practices took about two months . Implementing these methods and creating the level took six months and 250 hours in the Elder Scrolls V : Skyrim Creation Kit engine . Another month was spent gathering and observing playtesters who played through the level . Their heart rates were monitored to measure their tension levels versus a predicted tension curve I created .
The results of this research proved that environmental storytelling methods are
beneficial to modulating player tension in horror games . The most effective methods were used to establish a list of best practices . These include : disturbing micro narratives , the uncanny , shape / spatial language , building / releasing tension , and leaving negative spaces in the narrative . An ineffective practice was using negative spaces in the level design , or shadowed areas in room , to evoke fear .
This project ’ s findings could be beneficial to future level designers who are interested in horror design . Horror games intrinsically have the challenge of how to effectively create tension for its players , especially those that are more focused on using environmental storytelling . With these methods , level designers have a tool at their disposal that can help them to more accurately predict what will build and release player tension throughout their levels .
60 LEVEL DESIGN