This thesis explores how spatial design in video game levels can be used to generate player tension and sustain fear, in the absence of enemies or direct threats. For the spatial design, the researcher focused on impossible or abnormal environmental structures, such as looping corridors, non-Euclidean layouts, and disorienting transitions, and how they can evoke unease and emotional vulnerability in the player. To investigate the emotional impact of abnormal spatial design, the researcher created a horror, single-player level, “Echoes of Manor” in the game, Half-Life 2. The researcher aimed to maintain player engagement through constructed tension–release cycles and light puzzle elements to prevent boredom and sustain the intended psychological tension throughout the experience.
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