Streaming Media

Abstract

This thesis investigates how implied spaces in level design influence combat engagement. The researcher hypothesized that players prefer areas with more implied space types over areas with less or no implied space types. More implied space types create more opportunities for varied tactical choices and dynamic combat. To test this hypothesis, the researcher created a custom arena level in Half-Life 2. The level is divided into four distinct zones, each designed with a different combination of implied space types. The researcher conducted playtest sessions to analyze playtesters’ perception of implied spaces and those spaces’ impact on combat encounters.

Degree Date

Spring 2025

Document Type

Thesis

Degree Name

M.I.T.

Department

Level Design

Advisor

Katie Wood Clark

Acknowledgements

I would like to express my sincere gratitude to all the playtesters who participated and provided valuable feedback for this project. Special thanks to the supporting staff for their assistance and collaboration throughout the development process. I especially want to thank Professor Kathrine Wood Clark for her guidance, insights, and continuous support, which significantly contributed to the success of this project.

Format

.pdf

Creative Commons License

Creative Commons Attribution-Noncommercial 4.0 License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License

Included in

Game Design Commons

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