Abstract
This thesis explores the best practices for adjusting the level of pacing experienced by players within video games using terminology defined by Mark Davies: threat, tension, tempo, and movement impetus. Using the Dying Light editor, the researcher created a single-player video game level in which pacing was developed following a curve. The goal of creating this level was to demonstrate the success and proper implementation of the best practices identified through research.
Degree Date
Spring 2025
Document Type
Thesis
Degree Name
M.I.T.
Department
Level Design
Advisor
Mike Porter
Acknowledgements
Special thanks to my thesis advisors, Professor Mike Porter and Professor Katie Wood Clark, without whose support I would not have been able to accomplish this research project. In particular, I would like to thank Professor Mike Porter, who served as my primary thesis advisor. Thank you also to all of my playtesters who took the time to playtest and provide me with data.
Format
Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Lemerande, Alan, "Best Practices for Spatial Composition for a Pacing Curve in Combat Design" (2025). Level Design Theses and Dissertations. 14.
https://scholar.smu.edu/guildhall_leveldesign_etds/14