Abstract
This thesis examines the use of different game elements to limit both the actual playable space and player actions in wide-linear video game levels, and the impact of this approach on the player experience, ultimately aiming to develop a design sense of “Hakoniwa”. In practice, the researcher created a single-player level in Dying Light that applied various constraint techniques, where the player arrives at a deserted island village under the threat of both infected and poisonous hazards, explores the space, and fulfils a commission from local survivors. By combining collected player data and experience from the crafting process, this research build a more holistic view of the fragmented design logic and techniques within “Hakoniwa” levels for future level designers.
Degree Date
Spring 2026
Document Type
Thesis
Degree Name
M.I.T.
Department
Level Design
Advisor
Myque Ouellette
Second Advisor
Aleshia Hayes
Acknowledgements
The researcher would like to pay special thanks to Professor Myque Ouellette, thesis advisor, for his continued support and insight throughout the research process. And express the appreciation to other Guildhall professors – Katie Wood Clark, Aleshia Hayes, Karl Stiner, and Mike Porter for the help they gave, starting from the early preparations of the study. The same gratitude also applies to the playtesters of the thesis artifact, who provided invaluable thoughts and data.
Format
Creative Commons License

This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Jiang, Li, "Hakoniwa Design: Using Constraints to Influence Player Experience in Wide-linear Levels" (2026). Level Design Theses and Dissertations. 42.
https://scholar.smu.edu/guildhall_leveldesign_etds/42
