Author:

Alina Fetoski
Supervisor:Prof. Gudrun Klinker
Advisor:Daniel Dyrda (@ga67gub)
Submission Date:[created]

Abstract

Impossible spaces are often used in video games both to enhance a games' uniqueness as well as for practical reasons. While multiple studies have researched this topic, a lot of them with the focus of designing impossible levels for virtual reality experiences, this paper will center around a more specific question: How do impossible spaces affect common level design practices? The goal of this paper is to break down the usage of impossible spaces in a selection of games in order to convey them as level design strategies. These strategies can then be used and reinterpreted in other games to improve the overall appeal of their playing experience. This break down will be achieved by analysing each games' specific game environment, the kind of impossible space used, and the effect this space has on the level design compared to common level design strategies. In addition to this, we will also present examples of how to implement these different impossible spaces in a game engine, as to show a complete step by step plan that can be used by game developers that are interested in creating these gamespaces in their projects.

Results/Implementation/Project Description

Conclusion

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