Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
×
Oct 6, 2009 · This paper presents level design patterns for first-person shooter (FPS) games, providing cause-effect relationships between level design ...
This paper presents level design patterns for first-person shooter (FPS) games, providing cause-effect relationships between level design elements and gameplay.
Design patterns in FPS levels. from www.semanticscholar.org
Level design patterns for first-person shooter games are presented, providing cause-effect relationships between level design elements and gameplay that ...
People also ask
This paper presents level design patterns for first-person shooter (FPS) games, providing cause-effect relationships between level design elements and gameplay.
This dissertation presents a set of level design patterns for first-person shooter (FPS) games, providing cause-effect relationships between level design ...
Design patterns in FPS levels. from www.academia.edu
Abstract. This paper presents a generative system for the automatic creation of video game levels. Our approach is novel in that it allows high-level design ...
Jun 13, 2016 · The design patterns we have identified are described in terms of how they are used by designers, the concerns the designers must address when ...
Level Design Patterns. A level design pattern is a repeating configuration (of space and logic) which can be found again and again in video games.
Apr 30, 2020 · For 90's FPS level design, you need to balance a sense of exploration with making sure the player doesn't get lost; you're right that players ...
Missing: patterns | Show results with:patterns
Design patterns in FPS levels. from critpoints.net
Feb 18, 2018 · Good maps are very conscious of how they control line of sight, and how they allow players to move through the level, as well as where they offer cover.