SMU Guildhall Graduate Catalog — 2023 C31 CATALOG | Page 68

«

Balpreet Purewal
Level Design
Best Practices for Balanced Tactical First-Person Shooter Map Design
The goal of this thesis project was to study , define , and apply a library of best practices for creating balanced tactical first-person shooter levels . Timings , sightlines , and cover are critical design principles that shape match outcomes for tactical first-person shooter ( FPS ) games like Counter-Strike : Global Offensive ( CSGO ), VALORANT , and more . These design elements drive gameplay balance by setting initial expectations and by allowing strategic player choices that have meaningful tradeoffs and counters .
The level artifact is a CSGO 3-vs-3 defusal map set among an open-air market in Accra , Ghana . Researching level design techniques specific to the tactical FPS sub-genre was incredible for my growth as a level designer because it gave me a new toolset for balancing sightlines , timings , and cover in subtle , nuanced ways that maintain the identity of a play space .
I have also found that these new perspectives help me in other genres of level design . The project ’ s findings could be immensely useful for future level designers and even current veterans of the trade . Iteration processes using the aforementioned design elements can help designers rapidly prototype and iterate maps that are inherently balanced . A balanced map means players can focus on strategy and technical skill evolution , rather than fighting against an oppressive level layout that forces their approach . Giving players valid , resilient options at every turn creates an engaging , rewarding , and timeless game loop .
68 LEVEL DESIGN