Ludi Dong
Level Design
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Use Enemy Encounter Design and Layout Design to Change Pacing
in First-Person Shooter Games
As a level designer, I wanted to make my able to solve by making my own enemy
not want to leave. My research laid the collecting the test data. To verify my
level so engaging that the player would
theoretical foundation for me to have
an idea of layout design and encounter
design. Then, a level design document
was created. I would deliver a Fallout 4
level with eight sections, each section
with a different layout and encounter
design.
I aimed to have the pacing in my level be
like an interest curve. The layout design
types I researched were open space and
hypothesis, I needed to know how many
actions the player had performed in each
section. Fallout 4 Creation Kit has built-in
events that occur when specific actions
take place, yet they don’t usually fire.
Software that kept track of the player’s
action (mouse clicking and keyboard
pressing) helped me successfully collect
data from 14 playtesters. This data later
proved my hypothesis positive.
long, narrow corridor. The combat design I believe that pacing is an eternal topic for
enemy is and how many enemies there for game genres other than FPS games. I
differs in terms of how dangerous each
are in the section.
There were multiple challenges in this
project, but I was able to overcome
them. One challenge was the enemy
not behaving as intended, which I was
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templates. Another challenge was
LEVEL DESIGN
all level designs. My research is also valid
would love to see it applied in the future.