Multi-Mode Level Design
Samuel Small
Samuel Small
Hi, my name is Sam Small and I've been studying Game Design & Production for 4 years and aim to become a level designer post university. I have been playing games since i was very young and became attached to the first-person shooter (FPS) genre. Soon after, my competitive nature drove me into the multiplayer side where i have now spent thousands of hours across multiple titles. I have also invested a lot of time playing competitively in the strategic FPS Rainbow 6 Siege, competing in and winning some semi-proffessional tournaments which required tonnes of level design analysis. This combined with my younger self's career aspirations of becoming an architect led me to the position I am now in where I aspire to design levels for big multiplayer FPS titles.
To put it simply, this project is about developing multiplayer FPS levels to accomodate multiple game modes. I have chosen this area of research as the commercial success of Call of Duty is undeniable and its levels have supported dozens of modes over the years. The most recent installment at the time of this project - Black Ops 6, releasing with 8 game modes to be utilized across its 16 launch maps. However, CoD is often the subject of mixed reviews with BO6 having a 6.5 user score on Metacritic with many of the negative reviews being aimed at the games level design with many being unsuitable for certain audiences.
Comparatively, Counter Strike - a game which is centred around 1 game mode, also has mixed reviews but has highly acredited level design. CS has also implemented another game mode in Deathmatch, which although isnt a 'competititve' mode it has still been received poorly, likely due to the level design being unsuited.
This raises a number of questions in which this project aims to answer with the main one asking: To what extent can levels be multi-purposed to support numerous modes? &. What design elements can be applied to ensure that it is done successfully?
By answering these question, the project aims to explore the possibilities and methodologies of multi-purposing levels for use across numerous game modes to potentially decrease level design workload and improve user experiences.
This will be done through 3 research methods:
A literature review looking into core FPS design principles
A case study on Call of Duty multiplayer level design, exploring its usage of multiple game modes across its successful and unsuccessful levels
Practice-base research where the prior methods findings will be combined to develop a base for a multi-mode level and developed further