SMU Guildhall Graduate Catalog — 2023 C31 CATALOG | Page 64

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Jon Murray
Level Design
“ Vicissitude ”
During the development of “ Vicissitude ,” I dedicated 198 hours over a 16- week period to create a single-player multi-path level for Dying Light that emphasizes stealth gameplay . The level required players to use their parkour and stealth abilities to navigate through the environment , utilizing hiding spots and cover to avoid enemy patrols .
As I worked on this project , I researched level design techniques specific to the stealth genre . These techniques gave me a comprehensive toolset for balancing sightlines , patrol paths , and cover placement . They allowed me to create engaging enemy AI ( artificial intelligence ) encounters in a subtle , nuanced way that maintains the play space ’ s identity .
Throughout the development process , I gained invaluable insights into what makes an excellent multi-path level .
One of the most critical aspects was learning how to convey enemy AI patrol paths to players effectively . Additionally , I learned how to create engaging enemy AI combat encounters and provide clear conveyance for pathing options to the players .
I also furthered my design and technical skills , which are crucial for a career in game development . In terms of design skills , I learned about level design principles such as player flow , pacing , and challenge balancing . In addition , I honed my skills in creating satisfying and challenging enemy AI encounters .
Overall , working on “ Vicissitude ” using the Chrome Engine in Dying Light helped me to develop practical design and technical skills that will serve me well in the game industry as a level designer .
64 LEVEL DESIGN