The central Control Point
The central Control Point
The view from above Red spawn
The view from above Red spawn
Date: April 2018
Roles: Level Designer, Researcher
Tools: Hammer World Editor, Source Engine, Photoshop
In Spring 2018, I conducted a research project about the player responses to level design patterns in FPS games. As part of this project, I reworked my King of the Hill map, Icebox, into an Arena mode map so I could collect data with it. Because players do not respawn in Arena mode, the map's geometry needed to be significantly altered to account for the lack of true spawn rooms as they need to become part of the gameplay space. Below you can see some comparisons between the versions.
KotH Version
KotH Version
Arena Version
Arena Version
Koth Version
Koth Version
Arena Version
Arena Version
KotH Version
KotH Version
Arena  Version
Arena Version
A large portion of the research project also included analyzing and collecting data on various other Arena mode maps in Team Fortress 2. Below are some of the images of the various analysis data collected and analysis performed. The maps used in the study were Offblast, Byre, and Suijin.
Pattern labling of Offblast
Pattern labling of Offblast
Kill/Death plotting for Offblast
Kill/Death plotting for Offblast
Pattern labling of Byre
Pattern labling of Byre
Kill/Death plotting for Byre
Kill/Death plotting for Byre
Pattern labling of Suijin
Pattern labling of Suijin
Kill/Death plotting for Suijin
Kill/Death plotting for Suijin
Pattern labling of Icebox
Pattern labling of Icebox
Informed consent texture used to inform participants of their participation in the study
Informed consent texture used to inform participants of their participation in the study

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