Streaming Media

Abstract

This thesis investigates spatial reuse in single-player level design through the lens of Self-Determination Theory (SDT), addressing two core challenges: excessive repetition and player disorientation. To resolve these challenges, five best practices are proposed: mixing new and reused content at a macro level, establishing clear spatial identities, varying gameplay upon revisits, altering flow within reused spaces, and leaving visible signs of player impact. These practices were applied in a custom-built quest level for Starfield and evaluated through playtesting combining behavioural observation and surveys. Results suggest that distinctive spatial identities and varied combat encounters were the most effective in creating meaningful revisit experiences, while mechanics such as venting and interactive environmental elements showed potential but require further refinement. The findings offer practical, SDT-grounded best practices for level designers seeking to transform spatial reuse from a production shortcut into a deliberate, engagement-driven design strategy.

Degree Date

Spring 2026

Document Type

Thesis

Degree Name

M.I.T.

Department

Level Design

Advisor

Myque Ouellette

Second Advisor

Aleshia Hayes

Acknowledgements

I would like to extend my sincere thanks to my thesis advisor, Professor Myque Ouellette, for providing me with advice and guidance on all of my artifacts, thesis contract, and postmortem. I would also like to thank Professor Katie Wood Clark, Professor Mike Porter, Professor Aleshia Hayes, and Professor Karl Steiner for their suggestions and help with my presentation and survey production. I also want to thank all the players who playtested my level.

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

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