SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 34

Cale Curry Level Design « Balancing Multiplayer First-Person Shooter Maps through Cover Arrangement My thesis dove into the topic of how The project began in August of 2019, was arrangements in First-Person Shooter artifact was a bomb defusal map built for various types of cover and their multiplayer maps affect the routes that players most prefer to access high areas the game Counter-Strike: Global Offensive. of contention or objectives. The types of Through this project, I learned new safe, high, low, elevation, risky, and forms of cover in FPS maps, which in cover I researched for this thesis were dynamic-based cover. The overall goal was to gain a greater understanding of how cover influences a player’s decision to take a specific route through an FPS map and how cover affects overall map balance. I chose this project out of a love for both exploring and playing competitive multiplayer FPS games. I have been fascinated with seeing the different approaches that FPS designers take in terms of arranging cover to help control gameplay flow in FPS maps. 34 completed in April of 2020, and the final LEVEL DESIGN methods of effectively utilizing different turn can help designers better predict the primary paths that players will take.