Shih cheng “Ross” Huang
Level Design
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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.
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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.