This study examines the level design of the game Dying Light through the lens of player movement. It aims to answer the question: How does the player movement capabilities inform the level design in the game Dying Light? The study analyses the correlation between the player’s movement capabilities and level layout. The research is relevant to game designers wanting to make games centered around movement as a core mechanic, and researchers wanting to use design patterns to study level design through the lens of a core mechanic. The research was conducted through a formal analysis of the actions, components, and goals found in the level, which together form a multitude of level design patterns that support the player’s movement capabilities. These patterns were split into categories based on their goals, followed by these categories being noted down on a designated area of the map. The study indicates that the patterns made with these primitives are a useful tool to tie a specific mechanic like player movement to level- and game design decisions, which is shown in how the level design of Dying Light was built around its movement system to allow for almost unlimited freedom of movement.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-504383 |
Date | January 2023 |
Creators | Ström, Adam, Samuelsson Gustafson, Jesper |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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