Abstract
This thesis investigates the impact of six types of framing—Natural, Unnatural, Implied, Implicit, Mixed, and Lighting / Color Contrast Framing—on guiding player navigation in video games. It further examines how additional design elements, such as chokepoints and breadcrumbing, interact with these different types of framing to enhance directional cues across both indoor and outdoor settings. Utilizing the Dying Light Editor: Chrome Engine, the researcher developed a custom single-player level in which these framing methods were implemented and evaluated. Through testing and analysis we can determine the best practices for utilizing the framing techniques.
Degree Date
Spring 2025
Document Type
Thesis
Degree Name
M.I.T.
Department
Level Design
Advisor
Mike Porter
Acknowledgements
I want to thank Professor Mike Porter and Professor Katie Wood Clark for their invaluable guidance and support throughout my thesis research. Their insightful suggestions and unwavering encouragement have been instrumental in shaping this work. I'm also deeply grateful to Dr. Steiner for his constructive feedback on my survey questions, which significantly enhanced the quality of my research. Additionally, I extend my appreciation to all the faculty members who have contributed to my academic journey.
Format
Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Dong, Bowen, "Effective Guidance Using Natural and Unnatural Framing" (2025). Level Design Theses and Dissertations. 28.
https://scholar.smu.edu/guildhall_leveldesign_etds/28