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		<title>Level Design Patterns</title>
		<link>http://blackwood.dk/w/2006/05/01/level-design-patterns/</link>
		<comments>http://blackwood.dk/w/2006/05/01/level-design-patterns/#comments</comments>
		<pubDate>Mon, 01 May 2006 14:54:20 +0000</pubDate>
		<dc:creator>Simon</dc:creator>
				<category><![CDATA[Noteworthy]]></category>
		<category><![CDATA[analysis]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[game design]]></category>
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		<category><![CDATA[level-design]]></category>
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		<category><![CDATA[patterns]]></category>
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		<guid isPermaLink="false">http://www.blackwood.dk/2006/05/01/level-design-patterns/</guid>
		<description><![CDATA[Today I handed in a paper on design patterns for level design. It&#8217;s a paper I&#8217;ve been working on on the side in the last 12 weeks. As this is a side project the scope is rather small, but it might very well be a topic that I&#8217;ll explorer further in future projects or in [...]]]></description>
			<content:encoded><![CDATA[<p><a class="tt-flickr" href="http://www.blackwood.dk/PDF/Level-design-patterns.pdf"><img class="tt-flickr" src="http://static.flickr.com/47/137386977_e0528e498b.jpg" width="353" height="500" alt="Level Design Patterns" /></a></p>
<p>Today I handed in a paper on <a href="http://en.wikipedia.org/wiki/Design_pattern_(computer_science)">design patterns</a> for <a href="http://en.wikipedia.org/wiki/Level_design">level design</a>. It&#8217;s a paper I&#8217;ve been working on on the side in the last 12 weeks. As this is a side project the scope is rather small, but it might very well be a topic that I&#8217;ll explorer further in future projects or in my master thesis.</p>
<p>I have made an analysis of these multiplayer levels from popular first-person shooters (FPS):</p>
<p>From Day of Defeat: Source:</p>
<ul>
<li>Kalt</li>
<li>Donner</li>
<li>Anzio</li>
<li>Flash</li>
<li>Avalanche</li>
</ul>
<p>From Unreal Tournament 2004:</p>
<ul>
<li>Maul</li>
<li>Two Tombs</li>
<li>Grassy Knoll</li>
<li>Double Damage</li>
<li>Absolute Zero</li>
<li>Bridge of Faith</li>
<li>Electric Field</li>
</ul>
<p>From Battlefield 1942</p>
<ul>
<li>Tobruk </li>
<li>El Alamein</li>
<li>Iwo Jima</li>
</ul>
<p>And have from that analysis compiled what I believe to be common practices of development and have formalized these in Level Design Patterns:</p>
<ol>
<li>Multiple paths</li>
<li>Local fights</li>
<li>Collision points</li>
<li>Reference points</li>
<li>Defense areas</li>
<li>Risk Incentive</li>
</ol>
<p>Read much more about these patterns in the paper itself.</p>
<p>Download <a href="http://www.blackwood.dk/PDF/Level-design-patterns.pdf">the entire paper here</a> (PDF ~ 2.01 MB)</p>
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