SMU Guildhall Graduate Catalog — 2024 Cohort 32 | Page 48

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Aiwen “ Emily ” Zhang
Level Design
Using Push and Pull Principles to Improve Non-Linear Level Navigation
In my thesis project , I aimed to elevate open-world level design by harnessing the power of the unity and dissonance principles within level object compositions . My goal was to create a dynamic environment that effectively guides and engages players through non-linear levels .
I was inspired by my fascination with immersive gaming experiences and a desire to delve deeper into the mechanics behind them . Recognizing the importance of seamlessly integrating design elements to evoke desired emotions and actions from players , I was drawn to explore how unity and dissonance could be strategically employed to shape player experiences .
In less than a year , I conducted extensive research and development to refine my understanding of these
principles and implement them effectively within the context of openworld level design . This process not only honed my technical skills in game development but also fostered a deeper appreciation for the nuances of player psychology and interaction .
The insights gained from this project have equipped me with intricate methodologies and skills essential for crafting compelling open-world , non-linear experiences . Moreover , the principles explored hold significant potential for application in the video game industry , offering game developers innovative strategies to enhance player engagement and immersion in their creations . By leveraging unity and dissonance , game designers can craft environments that dynamically guide and challenge players , ultimately enriching the gaming experience .
48 LEVEL DESIGN