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
Creative Commons License

This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Wu, Franklin (Yuhao), "A Player Centered Design Method for Spatial Reuse" (2026). Level Design Theses and Dissertations. 48.
https://scholar.smu.edu/guildhall_leveldesign_etds/48
