SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 40

Ryan Higgins Level Design « The Illusion of Larger Worlds The goal of my thesis was to create a In the process of developing this project, I narrative history appear to extend beyond storytelling, and narrative design, and world where both physical space and what players can interact with. For my artifact, I created a massive underground facility built within Fallout 4 aimed at conveying the sense of a larger world. In my level, players travel upwards through a series of huge abandoned buildings. These were once home to many dark researched world building, environmental sought to catalog my findings in the form of a best practices list. Two of my greatest takeaways for effectively designing large worlds include: • experiments where researchers had attempted to irradiate human subjects to create beings of immeasurable power. Players navigate the ruins of this facility and must confront the remains of a rogue branch of the brotherhood who are attempting to restore and re-weaponize these dark experiments. 40 LEVEL DESIGN Worlds should showcase their connections, allowing players to understand that a world is linked and • not separated into isolated chunks Environmental storytelling can greatly benefit from leaving room for players to imagine and interpret scenes to tell their own story.