Boom Goes the Dynamite: How Destructible Environments Affect Gameplay
About
In my thesis I am testing three fundamental rules for designing levels with destructible environments.
- When a destructible object blocks player progression, the player needs to know what can be destroyed to proceed.
- When destructible objects are a secondary mechanic that can cause damage to enemies or interact with the world, the use of these objects must have a gameplay purpose to help the player proceed.
- When destructible objects are intended for a visual wow effect, the destruction needs to be realistic or the player will notice and cry foul.
I am building a level in Gears of War to test the hypothesis that by folowing the rules the level will get better as a result.

