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University of Southern California Dissertations and Theses
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Light at the End of the Tunnels: level design and its relationship to a spectrum of fear
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Light at the End of the Tunnels: level design and its relationship to a spectrum of fear

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Content


Fi g. 1. Mai n Menu f eat ur i ng t he camer a and t he
Ghoul i e Compendi um.
Fi g. 2. Tr ac k i nt er s ec t i on i n t he mi nes wi t h l i ght
s ens or s .

Fi g. 3. Fl y i ng Beedl e s war m.
Fi g. 4. Spac e Ev ader on t he r oof of t he t unnel s .
Fi g. 5. Zet a Beedl e Enc ount er ( Fl as h Of f ) .
Fi g. 6. Zet a Beedl e Enc ount er ( Fl as h On) .
L or em I ps um
Fi g. 7. The dar k t unnel s ( nor mal c y ) .
Fi g. 8. Wendi go Enc ount er ( Fl as h Of f ) .
Fi g. 9. Fl yi ng Beedl e enc ount er wi t h Mant i s
webbi ngs ( env i r onment al s t or y t el l i ng) .
Fi g. 10. Beedl es i n t hei r i dl e s t at e.
Fi g. 11. Fi nal Fant as y XI , Gus gen Mi nes ar ea.

Fi g. 12. Tr ac k s pl i t i n t he or i gi nal pr ot ot y pe.
Fi g. 13. Wendi go enc ount er wi t h t he c amer a f l as h on.



Fi g. 13. I nt er nal pl ay t es t c onduc t ed wi t h an adv i s er v i a
t he Zoom meet i ng s of t war e. 
Abstract (if available)
Abstract Light at the End of the Tunnels is an interactive horror experience in development as a partial fulfillment requirement for the Master of Fine Arts degree in Interactive Media & Game Design at the University of Southern California’s School of Cinematic Arts. In an effort to make players feel as if they’re starring in their own horror film, this experience strikes a balance in its different types of horror by exploring three defined levels of fear (dread, horror, and terror) as well as an added level of “camp” through an environment covered in a veil of complete darkness. Largely in part to the overall level design of this environment, the game predominantly evokes feelings of dread and camp through its monsters and core player objectives while it also features moments of horror and terror through its horrific “gross-out” encounters and its design to be in the dark. With six different monsters (Ghoulies) to photograph and a lost coworker to locate, it’s up to the player to make it to the light at the very end of the tunnels in this digital dark ride. 
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University of Southern California Dissertations and Theses
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University of Southern California Dissertations and Theses 
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Asset Metadata
Creator Duff, Karter (author) 
Core Title Light at the End of the Tunnels: level design and its relationship to a spectrum of fear 
Contributor Electronically uploaded by the author (provenance) 
School School of Cinematic Arts 
Degree Master of Fine Arts 
Degree Program Interactive Media 
Publication Date 05/08/2020 
Defense Date 04/16/2020 
Publisher University of Southern California (original), University of Southern California. Libraries (digital) 
Tag Camp,dread,horror,level design,OAI-PMH Harvest,Terror,video game,virtual reality 
Language English
Advisor Wixon, Dennis (committee chair), Fullerton, Tracy (committee member), Lemarchand, Richard (committee member) 
Creator Email kduff@usc.edu 
Permanent Link (DOI) https://doi.org/10.25549/usctheses-c89-305196 
Unique identifier UC11665395 
Identifier etd-DuffKarter-8467.pdf (filename),usctheses-c89-305196 (legacy record id) 
Legacy Identifier etd-DuffKarter-8467.pdf 
Dmrecord 305196 
Document Type Thesis 
Rights Duff, Karter 
Type texts
Source University of Southern California (contributing entity), University of Southern California Dissertations and Theses (collection) 
Access Conditions The author retains rights to his/her dissertation, thesis or other graduate work according to U.S. copyright law.  Electronic access is being provided by the USC Libraries in agreement with the a... 
Repository Name University of Southern California Digital Library
Repository Location USC Digital Library, University of Southern California, University Park Campus MC 2810, 3434 South Grand Avenue, 2nd Floor, Los Angeles, California 90089-2810, USA
Tags
dread
horror
level design
video game
virtual reality