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Christian Erali
Level Design
Dynamic Difficulty System
One of the more interesting problems that video game developers face is game balance . If the game is too hard , the player becomes frustrated . If it is too easy , the player stops playing out of boredom . For my thesis , I developed a dynamic difficulty system ( DDA ) in CryEngine 3 . Dynamic difficulty is the idea of a game adjusting to the player ’ s current level of skill to keep players in the golden zone of fun .
information . Every proceeding encounter adjusts to fit the player ’ s growing skill , adding enemies and moving them around , each option providing a worthy challenge for a player of that level .
While the system is relatively simple and small in its final iteration , it provides players a more tailored experience to enjoy .
My system , “ Clockwork ”, functions by assessing the player on their speed through each encounter and how much damage they take per encounter . This is best seen in the showcase level where the player meets four different encounters . The first encounter obtains a baseline for the player , gathering the first chunk of
14 LEVEL DESIGN