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The Development of a Framework for Weapon Balancing in Multiplayer First-Person Shooter Games

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posted on 17.04.2020 by Carly D Fox
Achieving a state of balance is essential when developing a video game (Schell, 2019, “Game Mechanics Must Be in Balance,” para. 1). Despite this, game balancing is frequently overlooked in game development curricula (Schreiber, 2016, 00:30). This research describes the development and pilot study of a framework that junior game designers can utilize to gain valuable skills in the area of game balance. The framework produced by this research provides users with the ability to tune weapon parameters and see the effects these changes have on a first-person shooter deathmatch game in real time. Participants in the study utilized the framework to achieve three pacing and balance goals. Data regarding the weapon parameters selected by participants and information about the participants’ usage of the framework is described in detail. This study serves as the groundwork for future research focused on finding a method for teaching junior game designers about game balance.

History

Degree Type

Master of Science

Department

Computer Graphics Technology

Campus location

West Lafayette

Advisor/Supervisor/Committee Chair

Dr. David Whittinghill

Additional Committee Member 2

Dr. Tim McGraw

Additional Committee Member 3

Dr. Christos Mousas

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