ABSTRACT
Level designers create gameplay through geometry, AI scripting, and item placement. There is little formal understanding of this process, but rather a large body of design lore and rules of thumb. As a result, there is no accepted common language for describing the building blocks of level design and the gameplay they create. This paper presents level design patterns for first-person shooter (FPS) games, providing cause-effect relationships between level design elements and gameplay. These patterns allow designers to create more interesting and varied levels.
CITATION
Kenneth Hullett and Jim Whitehead. Design Patterns in FPS Levels. In Proceedings of Foundations of Digital Games (FDG 2010). Monterey, California, USA. 19–21 June 2010.
A prepress version of the paper can be found here.