SMU Guildhall Graduate Catalog Spring 2016 — Cohort 23 | Page 28

Shih cheng “Ross” Huang Level Design « Examining Destructible Cover I am a huge fan of shooter games and am I worked on this project for approximately has shaped the shooter game genre. It 2016. Because I used the Half-Life 2 very interested in how the cover mechanic not only affects the gameplay, flow, and pacing of a map, but it also provides more guidance, choices, and strategies for players. As the shooter game genre evolves, modern games tend to provide players with more dynamic gameplay and interactive environment. With dynamic cover, games can be even more active and engaging. Destructible cover, a sub-category of dynamic cover, empowers players in a unique way. It allows players to change the layout of a map during gameplay. That is why I decided to study this topic. 28 LEVEL DESIGN six months, from October 2015 to March editor to build the level and it was not designed for cover-based gameplay, determining how to encourage players to take cover became the biggest challenge. I experimented and found many ways to make players feel vulnerable. At the same time, I rewarded them with “wow” moments. In the end, I learned a lot about how to work around an editor’s limitations and how to polish a brand new idea.