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Shuo “ Shaw ” Zhang
Level Design
Best Practices : Implementing Dense Level Design Through Reuse of Space
My thesis explores the correlation between dense level design and the reuse of space in video games . I provided assumptions about best practices for implementing reuse of space to attain dense level design and developed an artifact level for Dying Light 2 : Reloaded Edition , evaluating the practices through an analysis of survey results .
I chose this topic because dense level design is a concept in the video game industry that offers multiple benefits in game development , including enhanced gaming experiences , increased immersion , as well as benefitting the developers as a cost-saving tactic . The project took me about 200 hours over 10 months .
Through the project , I gained practical experience utilizing Dying Light 2 Developer Tools to craft parkour , stealth , combat , puzzles , and a layout reminiscent of Dark Souls . I conducted extensive field research on level design theories and existing games that employ space reuse and dense level design . From this research , I derived best practices and methodically validated them through a comprehensive research methodology . The insights uncovered in this thesis offer valuable guidance for level designers seeking to leverage space reuse effectively and achieve dense level design in video games .
50 LEVEL DESIGN