SMU Guildhall Graduate Catalog 2025 | Page 36

Using Implied Spaces to Influence Combat Engagement

Stella LI

Level Design

Using Implied Spaces to Influence Combat Engagement

For my thesis, I investigated how implied space types in level design influence player combat engagement, tactical choices, and overall satisfaction. The project was implemented in Half-Life 2, where I built a custom arena-style level called“ Divide and Conquer.” This level was divided into four themed sections, each with a different number and combination of implied space types. Players progress through these sections in a fixed sequence, then select their preferred area for a final wave-based combat challenge.
This research could be valuable to level designers aiming to balance player agency with environmental structure. It demonstrates how thoughtful spatial variation— without increasing asset or system complexity— can elevate tactical depth, improve pacing, and enhance player satisfaction across different combat encounters.
During this project, I conducted level prototyping, structured playtests, and quantitative / qualitative survey analysis. This process helped me to deepen my understanding of player-environment interaction and to improve my skills in spatial composition, pacing control, and research methodology.
36 LEVEL DESIGN