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Level designers create gameplay through geometry, AI scripting, and item placement. There is little formal understanding of this process, but rather a large body of design lore and rules of thumb. As a result, there is no accepted common language for describing the building blocks of level design and the gameplay they create. This paper presents level design patterns for first-person shooter (FPS) games, providing cause-effect relationships between level design elements and gameplay. These patterns allow designers to create more interesting and varied levels.
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Stored only when both papers are in the corpus — 117 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.