Sunday, 16 October 2011

Design Patterns in FPS games

One article I read today and took extensive notes on is "Design Patterns in FPS games" by Kenneth Hullett and Jim Whitehead. This can be found at:


This was a very useful article. It talks about level design elements present in FPS games. Considering I am making a level for an FPS-RPG hybrid, this would be useful for me to reference to. The article goes heavily into what contributes to level desgin, what you have to consider as well as different techniques you can use to create different effects and experiences to effect the player in different ways, such as the placement of items, pacing, the use of tension, segmentation etc.

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