Drawing a Map

also known as:

Classification

#method #medium/visual #process/designing #roles/designer #roles/artists #used-by/designer #used-by/artist #used-by/engineers #tools/digital #tools/non-digital

Intent

  • Spatial outline
  • Planning objectives, objects, interactions, gates and challenges
  • Figuring out where and how often to place rewards
  • Get a sense of the space by accurately depicting the metrics

Problem

  • You might already have a storyline.
  • You have a vision of what the map should look like, but you didn’t draw it yet.
  • You have vision of the game aesthetic and the world the level/game is set in, but you didn’t connect it to the level layout yet.
  • You know about the characters (Player and NPCs) and mechanics.
  • You need to communicate your ideas to the team.

Solution Approach

  • Draw a map to visualize your ideas of the spatial layout of the level.
  • Connect all the pre-work you’ve done (defining the characters, the aesthetic of the world, the narrative etc.) into one comprehensive map.
  • The concept draws inspiration from architectural drawings. Take these architectural drawing types into consideration:
    • Plan: top-down drawings of a space that show relations between hallways, buildings etc. -> Draw at least one plan for general overview of the level
    • Section: frontal drawing that shows the verticality of a level, can cut through buildings to show the different floors, often used in tandem with a Plan
    • Elevation: Also a frontal drawing but without cutting through buildings, instead viewing them from the outside, also used in tandem with the above
    • Axonometric: Cutting right through a building in 3D, not 2D, to see the inside and the spatial relations
    • Perspective: Draw with a vanishing point to “develop the visual art of a level” (Totten, 2019)

Application

Input

  • Ideas and decisions about characters, mechanics, the spatial layout, the game world and its aesthetic, and the storyline.

Application

  • Draw a map. You can begin with the player paths, with the layout of rooms or other gameplay sections, with the world details etc.
  • Take other maps or real-life places as examples and references (add these references to Reference Collection).
  • Decide on 2D or 3D views.
  • Draw as many maps as you like and don’t shy away from throwing out some designs.
  • Iterate over them and improve the detail of the maps.
  • You can also add Gates that seal or open entries over time.
  • It is possible to use visual cues and symbols to visually highlight important elements or give the player tips.

  • An alternative approach of designing a map (Schell 2014 - A Book of Lenses, chapter 21):
    • Draw a space (any shape)
    • Divide the space into irregular sections
    • Comes close to a real map because of it irregularity

      Output

  • Many, many maps and fragments of maps.
  • Map, Sketch, Drawing

When to use it

  • Explore the spatial relations and the limits and possibilities of the level.
  • Find out where the character should start.
  • Explore the story and narrative, where to put which hints, where to add a challenge.
  • Decide on more story-based or open world gameplay.
  • Place the NPCs.
  • Find out how long the level will take to complete.

Relevant Roles using this model

  • #roles/designer Designer #used-by/designer
  • #roles/artists Artist #used-by/artist
  • Engineer #used-by/engineers

Relevancy in the following processes

Applicability

  • Essential for every game designer during the planning and designing phases.
  • Useful for communicating with artists and setting the level’s mood by adding details.
  • A valuable reference for engineers to understand where to implement mechanics.
  • Provides a good testing base and map for initial prototype levels.
  • Remember, it’s still a concept that may evolve over time.

Pros and Cons

Pros:

  • Effective planning.
  • Incorporates artistic choices.
  • Clarifies spatial relations.
  • Precisely defines metrics.

Cons:

  • Remains a conceptual stage.
  • Requires the creation of multiple drawings.
  • Subject to change over time.

Relation with other Methods

Examples

Relevant Tools

Relevant Literature

Totten [[ library/totten/An_architectural_approach_to_Level_Design.pdf ]]

Schell 2014 - A Book of Lenses, chapter 21

[[ library/Languages_of_Games_and_Play-A_Systematic_Mapping_Study.pdf ]]

Evolutionary Dungeon Designer (2D level maps and patterns)

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