Essays about: "Level-Design"

Showing result 6 - 10 of 76 essays containing the word Level-Design.

  1. 6. Emergent Gameplay and the Affordance of Features in Open-World Video Game Environments

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Harits Nur Fauzan; [2023]
    Keywords : emergence; games; open-world level design; affordance; uppkomst; spel; öppen världsnivådesign; affordans;

    Abstract : There has been a noticeable increase in people’s interest in open-world games, especially those that incorporate emergent gameplay. Emergent gameplay refers to activities performed by players to create properties that cannot be created without the interaction of multiple game components. READ MORE

  2. 7. Information Conveyance : An Examination of Using Level Design to Communicating the State of Play in a Competitive Video Game

    University essay from Blekinge Tekniska Högskola/Institutionen för teknik och estetik

    Author : Ahab Ibrahim; Adam Xavier Andersson Novela; [2023]
    Keywords : Information conveyance; Level design; third-person shooter; Game design;

    Abstract : This is a study on information conveyance, specifically a study on how specific level design techniques can be used to convey information to the players regarding a competitive multiplayer game's “state of play”. Through an analysis of different games, three different level design elements were identified as effective tools for conveying information and these elements are; architectural placement, visual cues and environmental changes. READ MORE

  3. 8. Between Freedom and Success : A Study of GamerExperience of Level Design in Open-World Games.

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Trinity Jacob Farraj; Lilith Xylia Ostrowska; [2023]
    Keywords : Digital Game; Freedom of Choice; Guidance; Level Design; Open World Games; Player Agency;

    Abstract : Elden Ring, an open world game by From Software has used almost exclusively hiddenguidance systems to guide the players. This study provides insight on players’ experience ofplayer agency and freedom of choice. This is a pilot study into the subject of Elden Ring’ssuccess as an open world game while keeping visual guidance to the minimum. READ MORE

  4. 9. Attributes of Tool Development : Proceduralism for the Environment Artist

    University essay from Blekinge Tekniska Högskola

    Author : Karl Andersson; [2023]
    Keywords : Proceduralism; Level design; environment art; technical art; level generation; art generation; tool development; games tool development; game development;

    Abstract : This paper explores what attributes are important for the creation of environment art tools. The purpose of this is to make sure that when a tool is to be developed, it will be done properly within a given time frame. This is important since the cost of tool development is high in both time and capital spent. READ MORE

  5. 10. Does the game Genshin Impact follow the 40 second rule for the frequency of points of interest that is used in The Witcher 3?

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Felix Krafft; Hugo Wiking; Danai Katsoula Johansson; [2023]
    Keywords : Video games; Level design; Open world games; Genshin Impact; The Witcher 3: Wild hunt; 40 seconds rule; Points of interest; Videospel; Level design; Öppna spel världar; Genshin Impact; The Witcher 3: Wild hunt; 40 sekunders regeln; Intressanta platser;

    Abstract : The open world game The Witcher 3: Wild Hunt (2015) has been proven to follow a 40 second rule when placing points of interest for players to explore. The developers of the game said in an interview that the rule existed, and this was proven by a study made in 2021 by Cojanu and Jaber (2021). READ MORE