Abstract
This research explores positive and negative spaces and how they make impact under different circumstances in first-person shooter multiplayer maps. The researcher incorporates the theory into the level artifact, utilizing positive and negative spaces to control player’s combat experiences.
Degree Date
Spring 2026
Document Type
Thesis
Degree Name
M.I.T.
Department
Level Design
Advisor
Myque Ouellette
Second Advisor
Aleshia Hayes
Acknowledgements
I want to give special thanks to my thesis advisor Professor Myque Ouellette for his detailed guidance and instructions. His deep responsibility and knowledge in level design inspired me a lot during the whole thesis research process. I also want to thank Dr. Aleshia Hayes for her kind suggestions and encouragement. In addition, I want to thank Professor Katie Wood Clark and Professor Mike Porter for giving inspiring suggestions at the beginning. I want to thank all playtesters who participated and provided valuable feedback during the design process and data collection process. Finally, I want to thank everyone who was there by my side during the two-year journey at SMU Guildhall, especially during thesis research. Thank you from the bottom of my heart.
Format
Creative Commons License

This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Huang, Cheng, "Best Practices of Using Positive and Negative Space to Control Combat and Flow in Tactical Multiplayer First-Person Shooter Games" (2026). Level Design Theses and Dissertations. 40.
https://scholar.smu.edu/guildhall_leveldesign_etds/40
