Using Gate and Key Systems to Engage Players With Varied Motivation Profiles
Wu
JIN
Level Design
Using Gate and Key Systems to Engage Players With Varied Motivation Profiles
My project aimed to explore how different types of gate and key systems in level design can engage players with varied motivation profiles, specifically referencing Nick Yee’ s Gamer Motivation Model. I focused on creating and testing a singleplayer level called“ Electric Revival” in Dying Light 2, where I implemented and analyzed the effects of different gate systems on player behavior and satisfaction.
I chose this project because I have a strong interest in how game mechanics influence a player’ s experience and motivation. Understanding how different gating mechanisms appeal to different player types seemed both academically valuable and practically relevant to modern game design.
The process took 11 months to complete, including initial research, level design, and playtesting. I developed valuable skills in experimental design, data analysis, and level creation within a commercial game engine. I also gained a deeper understanding of player psychology and motivational theory.
This project is highly relevant to the video game industry. By demonstrating how targeted gate and key systems can enhance engagement for different player types, my findings can help designers create more inclusive and satisfying game experiences. Studios can apply these insights to optimize level design, ensuring that games appeal to a broader audience and maintain player interest through wellmatched challenges.
30 LEVEL DESIGN