SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 64

Zhi Yang Level Design « Guiding Players Across a Large Environment Using Guiding Lines and Lighting Today, more and more games feature an the mastery of using guiding lines and challenges in designing an open-world environment. With the research and the open-world element. One of the primary game is that players can get lost in the open-world map without proper guidance. However, guiding methods shouldn’t be so over-reliant on the Heads-Up Display (HUD) and User Interface (UI) that they break immersion. Thus, subconsciously navigating players in the open world is a topic worth mastering. Multiple guiding methods could help to solve this problem, including affordance, guiding lines, guiding lighting, movement, artifact created, I learned how to set up effective guiding lines and lighting in an open world. I learned techniques to steer a player’s viewpoint, which satisfies gameplay and narrative at the same time. I learned that clear arrangement of enemies and supplies provides feedback to players and helps them to better understand navigation. Lastly, I learned how to study a new engine and set up pipelines based on the features of the game itself. landmark, and composition. Among these The entire process of this thesis lighting are the two most common types. development took 40 weeks across three guiding principles, guiding lines and The goal of this thesis was to create an artifact based on the Dying Light Developer Tool that would demonstrate 64 lighting to help the player traverse a large LEVEL DESIGN project including research and artifact semesters.