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Kenneth Hullett, Graduate Student, Computer Science
Tuesday, June 19, 2012, 9:30 AM to 11:30 AM
Location: Engineering 2, Room 280
Hosted By Jim Whitehead
Abstract: Level designers create gameplay through geometry, AI scripting, and item placement. There is little formal understanding of this process, but rather a large body of design lore and rules of thumb. As a result, there is no accepted common language for describing the building blocks of level design and the gameplay they create. This dissertation explores level design patterns for first-person shooter (FPS) games, providing cause-effect relationships between level design patterns and gameplay. These relationships are explored through analysis of data gathered in an extensive user study.