SMU Guildhall Graduate Catalog 2025 | Page 32

Best Practices for Spatial Composition for a Pacing Curve in Combat Design

Alan LEMERANDE

Level Design

Best Practices for Spatial Composition for a Pacing Curve in Combat Design

For my thesis, I explored best practices for implementing pacing curves through combat design and spatial composition. My objective was to identify effective methods for shaping player experience in a video game level through the utilization of enemy placement, cover placement, puzzle mechanics, environment layout, and more. To do this, I applied Mark Davies’ framework of Threat, Tension, Tempo, and Movement Impetus to a custom single-player level that I developed in the Dying Light editor, entitled“ Factory Takeover.”
I chose this topic because it combines the ordered and focused nature of level design with the chaotic psychological principles that govern player immersion. My aim was to understand how designers can consistently craft high-quality experiences for players with diverse playstyles and expectations.
The project spanned a full year of focused development, encompassing research, design iteration, and playtesting. During this process, I gained a deep understanding of pacing curves and combat design, strengthened my skills in level design and communication, and conducted multiple playtests and surveys.
Designing intentional pacing curves is of vital importance in modern game development, as developers strive to create ever more engaging and immersive experiences for players. The insights from this project offer practical techniques that, when applied, can improve combat encounters, strengthen level pacing, and provide more satisfying player experiences.
32 LEVEL DESIGN