Best Practices: Implementing Dense Level Design Through Reuse Of Space,
2024
Southern Methodist University
Best Practices: Implementing Dense Level Design Through Reuse Of Space, Shuo Zhang
Level Design Theses and Dissertations
This research explores the correlation between Dense Level Design and the Reuse of Space in video games. It provides assumptions about best practices for implementing Reuse of Space to attain Dense Level Design. To evaluate these best practices, an artifact level is developed for Dying Light 2: Stay Human. The practices are evaluated through an analysis of survey results.
Using Spatial Composition To Influence Player Tension,
2024
Southern Methodist University
Using Spatial Composition To Influence Player Tension, Canny Yuan
Level Design Theses and Dissertations
This thesis focuses on how space and level geometry in a video game influence a person’s tension. The researcher explored a few potential best practices, which a level designer might utilize when employing spatial composition in video games. By modifying a space's density, size, and openness, a designer can effectively increase or decrease the player’s spatial tension. To explore the effectiveness of the best practices and the related spatial methodology, the researcher recruited playtesters to play the thesis artifact, a customized game level in Dying Light called, “A Way Out.” The researcher then analyzed the heart rates and experiences of …
Using Push And Pull Principles To Improve Non-Linear Level Navigation,
2024
Southern Methodist University
Using Push And Pull Principles To Improve Non-Linear Level Navigation, Aiwen Zhang
Level Design Theses and Dissertations
This thesis studies the Player’s habits of navigation when they are in an open-world environment. It incorporates assumptions of best practices utilizing the Push and Pull level design theory that guides the Player in a free-flowing, exploratory environment and utilizes these practices in an open-world level in The Elder Scrolls V: Skyrim.
Best Practices For Teaching Shifting Gameplay Styles,
2024
Southern Methodist University
Best Practices For Teaching Shifting Gameplay Styles, Matthew Grabowski
Level Design Theses and Dissertations
This thesis explores four different methods (Golden Path, Punishers & Reinforcers, Teaching in Threes, and Forced Teaching) for teaching players how to engage with shifting gameplay styles within video games using Nico Fridja’s Valence Theory [1]. Using the Far Cry 5 Arcade Editor, the researcher created a single-player video game level in which all four teaching methods were tested in tandem with one another. The goal of creating this level was to evaluate the validity of the teaching methods and their ability to shift gameplay valences, specifically between stealth-focused gameplay and push-forward firefight combat gameplay.
Unveiling New Realms: Enhancing Procedural Narrative Generation And Npc Personalization Using Ai,
2024
Southern Methodist University
Unveiling New Realms: Enhancing Procedural Narrative Generation And Npc Personalization Using Ai, Tanishq Chawla
Level Design Theses and Dissertations
A System Design Framework used to train GPT - based agents can significantly help improve current Procedural Narrative and Character (NPC) Personality Generation Models in games. This approach can lead to a Richer Gameplay Experience that allows players to craft their own Personalized and Unique stories.
Prospect And Refuge: Modulating Level Pacing Through Spatial Composition,
2024
Southern Methodist University
Prospect And Refuge: Modulating Level Pacing Through Spatial Composition, Yifan Li
Level Design Theses and Dissertations
This thesis examines the concepts of Prospect space and Refuge space in video games and their influences on game pace. Based on the assumption that a Prospect space increases pacing while a Refuge space decreases pacing, the researcher created a custom level artifact (using both space types) to achieve an ideal pacing curve. By analysing playtesters’ experiences, the researcher was able to examine the influence of Prospect and Refuge space on pacing and formulate a set of best practices to help game designers modulate pacing through spatial composition.
Best Practices: Modulating Tension Using Contrast Lighting,
2024
Southern Methodist University
Best Practices: Modulating Tension Using Contrast Lighting, Jaye Marie Williams
Level Design Theses and Dissertations
The goal of this thesis is to determine the best practices for modulating tension in a level through the use of contrast lighting. To test their theories, the researcher used variations of high and low contrast lighting when creating the artifact to elicit responses to tension from the player.
Best Practices: Encouraging The Modality Between Melee And Ranged Combat Styles,
2024
Southern Methodist University
Best Practices: Encouraging The Modality Between Melee And Ranged Combat Styles, Austyn Wiles
Level Design Theses and Dissertations
This thesis aims to determine what gameplay factors encourage and discourage players from switching between melee and ranged playstyles while in combat scenarios. The practices for the artifact were found in action-focused video games and then incorporated into a standalone level in a Dying Light mod.
Utilizing Valence Theory To Influence Player Navigation In First-Person Shooter Multiplayer Maps,
2024
Southern Methodist University
Utilizing Valence Theory To Influence Player Navigation In First-Person Shooter Multiplayer Maps, Yousha Qu
Level Design Theses and Dissertations
This research explored tactical & visual valences, different valence weights and the transformation of valences under different circumstances in first-person shooter multiplayer maps, then incorporated them into a level artifact, utilizing the valences to influence player navigation.
Using Graph Theory To Create A 3d Miniscaped, Non-Linear Level,
2024
Southern Methodist University
Using Graph Theory To Create A 3d Miniscaped, Non-Linear Level, Donghua Li
Level Design Theses and Dissertations
This study focuses on how to use the Graph Theory and the Dominion Theory to design a three-dimensional (3D) non-linear, miniscaped level layout in a video game. Using these theories, the researcher aimed to aid players in navigating non-linear levels (which are notoriously difficult to traverse). Consequently, the researcher created a methodology outlining the best practices for constructing a level using Graph Theory and Dominion Theory. The researcher constructed a game level in The Elder Scrolls V: Skyrim to explore the effectiveness of this methodology. Testers played the level and provided feedback regarding their experiences. The researcher analyzed this data …
Best Practices: Using Semiotics In Environmental Storytelling,
2024
Southern Methodist University
Best Practices: Using Semiotics In Environmental Storytelling, Conger He
Level Design Theses and Dissertations
This thesis explores an aspect of environmental storytelling known as “semiotics.” Semiotics conveys information and relevant interconnections to an individual through visual representations. There are diverse types of semiotic elements, including symbols, icons, and indexes. The researcher examined the use of semiotics in video games and derived seven best practices for conveying story beats and relaying aspects of a video game’s narrative. The researcher implemented these semiotic-related practices into a custom Fallout 4 level, gathered testers to play the level, and asked the testers to give their opinions on the experience. The researcher analysed the tester’s feedback to conclude whether …
Best Practices: Enhancing Narrative Communication Through Environmental Shifts,
2024
Southern Methodist University
Best Practices: Enhancing Narrative Communication Through Environmental Shifts, Xinyu Zhang
Level Design Theses and Dissertations
The purpose of this research is to integrate traditional storytelling methods with environmental shifts to test the effectiveness in enhancing player immersion and narrative communication. The researcher created a custom single-player level in Fallout 4, which tasks players with investigating a case and finding out the truth of the quest’s narrative with the help of environmental shifts. The researcher collected data on the effectiveness of their researched, environmental shift best practices by observing testers’ playtests and their subsequent understanding of the story.
“An American Versailles:” Cold War Diplomacy And The Branding Of The American National Image Through The Fashion Of First Lady Jacqueline Bouvier Kennedy,
2024
Providence College
“An American Versailles:” Cold War Diplomacy And The Branding Of The American National Image Through The Fashion Of First Lady Jacqueline Bouvier Kennedy, Holly Carew
History & Classics Undergraduate Theses
HIS 490 History Honors Thesis
Earth/Unearth [On The Nature Of G-D And Creation],
2024
Seattle Pacific University
Earth/Unearth [On The Nature Of G-D And Creation], Macs Herdrich
Honors Projects
Inspired by creative research, EARTH/UNEARTH explores the nature of the divine and the act of creation. This triptych of poetry features poems such as “EXPERIENCE OF A TREE (AND SKY)”, “RITUAL/SENSUAL”, and “THE THING THAT DOESN’T COME FROM THINKING” as meditations on the following questions: Is there a hierarchy that exists from G-d to dirt? How does inspiration flow through the hands to creation? And in the strain of creation, how do we care for our bodies? Each section concludes with an opportunity for visual meditation and reflection.
Family Portrait,
2024
University of Richmond
Proximities,
2024
University of Richmond
James River Collage,
2024
University of Richmond
Eudaemonia,
2024
University of Richmond
Untitled 4,
2024
University of Richmond
Hand Study One,
2024
University of Richmond
