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Yufei “ Faye ” Tian
Level Design
Using Multi-staged Puzzles to Improve Backtracking in Level Design
This project aimed to explore best practices for integrating puzzles with backtracking in video games to alleviate tedium commonly associated with it . To this end , I developed “ Activate Metro Station ,” a custom level for Dying Light 2 , designed to investigate how multi-staged puzzles can be combined with backtracking to enhance player experience .
Backtracking , often used in games to save development costs , tends to have a negative connotation among players because it can force them to repeat content without introducing anything new . However , many classic games , such as Resident Evil and Dark Souls , have demonstrated the transformative potential of backtracking , successfully turning it into a positive aspect of gameplay through thoughtful layout and mechanics . This inspired me as a level designer to explore how the puzzle-solving process could improve the repetitive experience of backtracking .
This project began last summer and continued through this spring . It involved initial research , puzzle design , completion in the editor , and iterative playtesting to refine the interaction between puzzlesolving and level navigation .
As a level designer , the thesis topic was precious for my growth . It challenged me to think about puzzle design and how to structure backtracking level layouts to maintain player interest creatively . Focusing on the players ’ flow state and engagement has deepened my understanding of level design , significantly enhancing my design skills .
I hope the insights gained from my project will benefit the video game industry . Nevertheless , I recognize that there is still much to learn and many iterations that could further optimize the player ’ s experience .
40 LEVEL DESIGN