SMU Guildhall Graduate Catalog Spring 2020 — Cohort 28 | Page 48

Zhefan Mei Level Design « Balance Asymmetric Multiplayer Map with Chokepoint & Sightline Multiplayer First-Player Shooter (FPS) After eight months of researching and most popular genres around the world. I had a better understanding of the games are growing to be one of the Compared with its core gameplay, its level evolved the most. From the symmetric UT level to the sandbox battle-royal map, the tendency of its level design is becoming more and more asymmetric and natural. Thus, map balancing is becoming an issue. My thesis provided the best practice about how to balance an asymmetric multiplayer FPS map in capture point game mode by chokepoint and sightline design, to verify the contribution of Timing, Line of Sight, and Field of Sight to the map balancing. 48 LEVEL DESIGN developing on the design theory aspect, multiplayer FPS map balancing and chokepoint design, especially how the Timing, LOS, and FOS affect a map. As generic factors, these three factors can be applied to any type of multiplayer FPS games. On the development aspect, I learned how to build levels efficiently in the Radiant Engine and accumulate my methodology to learn a new game engine quickly.