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Design patterns to guide player movement in 3D games

Published:28 July 2010Publication History

ABSTRACT

Video games today increasingly situate play in imaginative 3D worlds. As a result, the industry devotes much time and effort to level design. However, this subject has received very little research. Documentation on the process of level design or how designers push or pull players through a level within a video game is very sparse. In this paper, we propose a set of design patterns for level design. The patterns were developed based on a process involving interviews with game designers as well as gameplay analysis of different games. We established face validity of these patterns through expert review; we also established reliability using inter-rater agreement. In addition, we also developed a timeline video annotation method based on these patterns. This visualization method provides a very effective approach to view players' play style and preference as well as level design problems. The patterns as well as the visualization method will be discussed in the paper.

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References

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  1. Design patterns to guide player movement in 3D games

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    • Published in

      cover image ACM Conferences
      Sandbox '10: Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
      July 2010
      85 pages
      ISBN:9781450300971
      DOI:10.1145/1836135

      Copyright © 2010 ACM

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 28 July 2010

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