SMU Guildhall Graduate Catalog 2026 Cohort 34 | Page 56

Best Practices: Using Difficulty as a Motivator Through Tools As Rewards

James“ Jay” PARKER

Level Design

Best Practices: Using Difficulty as a Motivator Through Tools As Rewards

In this project, I aimed to evaluate best practices for using difficulty as a design tool to motivate player progression in video games. While difficulty is often connected to frustration or failure, I wanted to explore how well-designed challenges can instead support learning, mastery, and player satisfaction.
My study focuses on how structured difficulty, staged encounters, scaling challenges, and progressive rewards can help guide players through a level. By introducing mechanics gradually and increasing complexity over time, I can encourage players to adapt, improve, and feel a stronger sense of accomplishment.
To test these ideas, I applied them to a combat-focused level where players face a series of escalating challenges before
reaching the main encounter. As players progress, they gain new tools, knowledge, and strategies that help them overcome tougher enemies. Through this level, I wanted to show how intentional difficulty design can turn challenge into motivation rather than a barrier to progression.
My level takes place in a secret facility where the player must defeat a robot called Titan, an enemy equipped with impermeable shields and laser weapons. To succeed, the player must collect four power cells to gain access to energy conductors and use the Nova Blaster to disable shields and defeat enemies. This project took approximately 11 months to complete.
56 LEVEL DESIGN